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}
|
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// 보상형 전면 광고 실행
|
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public void ShowRewardedInterstitialAd(CanvasGroup shopPanel)
|
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public void ShowRewardedInterstitialAd()
|
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{
|
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if (rewardedInterstitialAd != null && rewardedInterstitialAd.CanShowAd())
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{
|
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rewardedInterstitialAd.Show((Reward reward) => //서버에서 500코인을 고정으로 반환하기 때문에 reward는 사용하지 않음.
|
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{
|
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// 코인 지급 로직
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GrantReward(shopPanel);
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GrantReward();
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});
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}
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else
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@ -67,12 +67,12 @@ public class AdManager : MonoBehaviour
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}
|
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// 코인 지급 함수
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private void GrantReward(CanvasGroup shopPanel)
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private void GrantReward()
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{
|
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NetworkManager.Instance.WatchAdForCoins((coinsAdded) =>
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{
|
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// UI 업데이트
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GameManager.Instance.panelManager.UpdateCoinsPanelUI(coinsAdded, shopPanel);
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GameManager.Instance.panelManager.UpdateCoinsPanelUI(coinsAdded);
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}, () =>
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{
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@ -315,165 +315,6 @@ public static class AIEvaluator
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return fourThreeCount;
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}
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#endregion
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#region Evaluate Move Position
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// 이동 평가 함수
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public static float EvaluateMove(Enums.PlayerType[,] board, int row, int col, Enums.PlayerType AIPlayer)
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{
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float score = 0;
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Enums.PlayerType opponentPlayer = (AIPlayer == Enums.PlayerType.PlayerA) ?
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// 복합 패턴 감지를 위한 위치 저장 리스트
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List<(int[] dir, int count, int openEnds)> aiPatterns = new List<(int[], int, int)>();
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List<(int[] dir, int count, int openEnds)> opponentPatterns = new List<(int[], int, int)>();
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// AI 관점에서 평가
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{
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// 평가를 위한 가상 보드이기에 캐시 데이터에 저장X
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var (count, openEnds) = MiniMaxAIController.CountStones(board, row, col, dir, AIPlayer, false);
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aiPatterns.Add((dir, count, openEnds));
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if (count >= 4)
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{
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}
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{
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PatternScore.CLOSED_THREE / 5;
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}
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else if (count == 2)
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{
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PatternScore.CLOSED_TWO / 5;
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}
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else if (count == 1)
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{
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score += (openEnds == 2) ? PatternScore.OPEN_ONE :
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PatternScore.CLOSED_ONE;
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}
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// 깨진 패턴 평가
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var (isBroken, brokenCount, brokenOpenEnds) = DetectBrokenPattern(board, row, col, dir, AIPlayer);
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if (isBroken)
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{
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score = Math.Max(score, brokenScore);
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}
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}
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// AI 복합 패턴 점수 계산 (새로 추가)
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score += EvaluateComplexMovePatterns(aiPatterns, true);
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// 상대 관점에서 평가 (방어 가치)
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board[row, col] = opponentPlayer;
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foreach (var dir in Directions)
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{
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var (count, openEnds) = MiniMaxAIController.CountStones(board, row, col, dir, opponentPlayer, false);
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opponentPatterns.Add((dir, count, openEnds));
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// 상대 패턴 차단에 대한 가치 (약간 낮은 가중치)
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if (count >= 4)
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{
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score += PatternScore.FIVE_IN_A_ROW / 12.5f;
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}
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else if (count == 3)
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{
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score += (openEnds == 2) ? PatternScore.OPEN_THREE / 3.75f :
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(openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 6.25f :
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PatternScore.CLOSED_THREE / 6.25f;
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}
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else if (count == 2)
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{
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score += (openEnds == 2) ? PatternScore.OPEN_TWO / 2.5f :
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(openEnds == 1) ? PatternScore.HALF_OPEN_TWO / 3.75f :
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PatternScore.CLOSED_TWO / 5f;
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}
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else if (count == 1)
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{
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score += (openEnds == 2) ? PatternScore.OPEN_ONE / 1.25f :
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PatternScore.CLOSED_ONE;
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}
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}
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score += EvaluateComplexMovePatterns(opponentPatterns, false);
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// 원래 상태로 복원
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board[row, col] = Enums.PlayerType.None;
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// 중앙에 가까울수록 추가 점수
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int size = board.GetLength(0);
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float centerDistance = Math.Max(
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Math.Abs(row - (size - 1) / 2.0f),
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Math.Abs(col - (size - 1) / 2.0f)
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);
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float centerBonus = 1.0f - (centerDistance / ((size - 1) / 2.0f)) * 0.3f; // 30% 가중치
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return score * centerBonus;
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}
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// 복합 패턴 평가를 위한 새로운 함수
|
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private static float EvaluateComplexMovePatterns(List<(int[] dir, int count, int openEnds)> patterns, bool isAI)
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{
|
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float score = 0;
|
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|
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// 열린 3 패턴 및 4 패턴 찾기
|
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var openThrees = patterns.Where(p => p.count == 3 && p.openEnds == 2).ToList();
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var fours = patterns.Where(p => p.count == 4 && p.openEnds >= 1).ToList();
|
||||
|
||||
// 3-3 패턴 감지
|
||||
if (openThrees.Count >= 2)
|
||||
{
|
||||
for (int i = 0; i < openThrees.Count; i++)
|
||||
{
|
||||
for (int j = i + 1; j < openThrees.Count; j++)
|
||||
{
|
||||
if (!AreParallelDirections(openThrees[i].dir, openThrees[j].dir))
|
||||
{
|
||||
float threeThreeScore = PatternScore.DOUBLE_THREE / 4; // 복합 패턴 가중치
|
||||
score += isAI ? threeThreeScore : threeThreeScore;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 4-4 패턴 감지
|
||||
if (fours.Count >= 2)
|
||||
{
|
||||
for (int i = 0; i < fours.Count; i++)
|
||||
{
|
||||
for (int j = i + 1; j < fours.Count; j++)
|
||||
{
|
||||
if (!AreParallelDirections(fours[i].dir, fours[j].dir))
|
||||
{
|
||||
float fourFourScore = PatternScore.DOUBLE_FOUR / 4;
|
||||
score += isAI ? fourFourScore : fourFourScore;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 4-3 패턴 감지
|
||||
if (fours.Count > 0 && openThrees.Count > 0)
|
||||
{
|
||||
float fourThreeScore = PatternScore.FOUR_THREE / 4;
|
||||
score += isAI ? fourThreeScore : fourThreeScore;
|
||||
}
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
// 깨진 패턴 (3-빈칸-1) 감지
|
||||
private static (bool isDetected, int count, int openEnds) DetectBrokenPattern(
|
||||
Enums.PlayerType[,] board, int row, int col, int[] dir, Enums.PlayerType player)
|
||||
@ -577,4 +418,182 @@ public static class AIEvaluator
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Evaluate Move Position
|
||||
// 이동 평가 함수
|
||||
public static float EvaluateMove(Enums.PlayerType[,] board, int row, int col, Enums.PlayerType AIPlayer)
|
||||
{
|
||||
float score = 0;
|
||||
Enums.PlayerType opponentPlayer = (AIPlayer == Enums.PlayerType.PlayerA) ?
|
||||
Enums.PlayerType.PlayerB : Enums.PlayerType.PlayerA;
|
||||
|
||||
// 복합 패턴 감지를 위한 위치 저장 리스트
|
||||
List<(int[] dir, int count, int openEnds)> aiPatterns = new List<(int[], int, int)>();
|
||||
List<(int[] dir, int count, int openEnds)> opponentPatterns = new List<(int[], int, int)>();
|
||||
|
||||
board[row, col] = AIPlayer;
|
||||
|
||||
foreach (var dir in Directions)
|
||||
{
|
||||
float directionScore = 0;
|
||||
|
||||
var (count, openEnds) = MiniMaxAIController.CountStones(board, row, col, dir, AIPlayer, false);
|
||||
aiPatterns.Add((dir, count, openEnds));
|
||||
|
||||
float normalScore = 0;
|
||||
if (count >= 4)
|
||||
{
|
||||
normalScore = PatternScore.FIVE_IN_A_ROW / 10;
|
||||
}
|
||||
else if (count == 3)
|
||||
{
|
||||
normalScore = (openEnds == 2) ? PatternScore.OPEN_THREE / 3 :
|
||||
(openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 5 :
|
||||
PatternScore.CLOSED_THREE / 5;
|
||||
}
|
||||
else if (count == 2)
|
||||
{
|
||||
normalScore = (openEnds == 2) ? PatternScore.OPEN_TWO / 2 :
|
||||
(openEnds == 1) ? PatternScore.HALF_OPEN_TWO / 3 :
|
||||
PatternScore.CLOSED_TWO / 5;
|
||||
}
|
||||
else if (count == 1)
|
||||
{
|
||||
normalScore = (openEnds == 2) ? PatternScore.OPEN_ONE :
|
||||
PatternScore.CLOSED_ONE;
|
||||
}
|
||||
|
||||
// 깨진 패턴 평가
|
||||
var (isBroken, brokenCount, brokenOpenEnds) = DetectBrokenPattern(board, row, col, dir, AIPlayer);
|
||||
float brokenScore = 0;
|
||||
|
||||
if (isBroken)
|
||||
{
|
||||
brokenScore = EvaluateBrokenPattern(brokenCount, brokenOpenEnds);
|
||||
}
|
||||
|
||||
directionScore = Math.Max(normalScore, brokenScore);
|
||||
|
||||
score += directionScore; // 공격 점수 누적
|
||||
}
|
||||
|
||||
// AI 복합 패턴 점수 계산
|
||||
score += EvaluateComplexMovePatterns(aiPatterns, true);
|
||||
|
||||
// 상대 관점에서 평가 (방어 가치)
|
||||
board[row, col] = opponentPlayer;
|
||||
|
||||
foreach (var dir in Directions)
|
||||
{
|
||||
float directionScore = 0;
|
||||
|
||||
var (count, openEnds) = MiniMaxAIController.CountStones(board, row, col, dir, opponentPlayer, false);
|
||||
opponentPatterns.Add((dir, count, openEnds));
|
||||
|
||||
float normalScore = 0;
|
||||
// 상대 패턴 차단에 대한 가치 (약간 낮은 가중치) AI는 공격지향적으로
|
||||
if (count >= 4)
|
||||
{
|
||||
normalScore = PatternScore.FIVE_IN_A_ROW / 12.5f;
|
||||
}
|
||||
else if (count == 3)
|
||||
{
|
||||
normalScore = (openEnds == 2) ? PatternScore.OPEN_THREE / 3.75f :
|
||||
(openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 6.25f :
|
||||
PatternScore.CLOSED_THREE / 6.25f;
|
||||
}
|
||||
else if (count == 2)
|
||||
{
|
||||
normalScore = (openEnds == 2) ? PatternScore.OPEN_TWO / 2.5f :
|
||||
(openEnds == 1) ? PatternScore.HALF_OPEN_TWO / 3.75f :
|
||||
PatternScore.CLOSED_TWO / 5f;
|
||||
}
|
||||
else if (count == 1)
|
||||
{
|
||||
normalScore = (openEnds == 2) ? PatternScore.OPEN_ONE / 1.25f :
|
||||
PatternScore.CLOSED_ONE;
|
||||
}
|
||||
|
||||
var (isBroken, brokenCount, brokenOpenEnds) = DetectBrokenPattern(board, row, col, dir, opponentPlayer);
|
||||
float brokenScore = 0;
|
||||
|
||||
if (isBroken)
|
||||
{
|
||||
// 깨진 패턴은 일반 패턴보다 좀 더 높은 가중치 할당
|
||||
brokenScore = EvaluateBrokenPattern(brokenCount, brokenOpenEnds) * 0.9f;
|
||||
}
|
||||
|
||||
directionScore = Math.Max(normalScore, brokenScore);
|
||||
|
||||
score += directionScore; // 방어 점수 누적
|
||||
}
|
||||
|
||||
score += EvaluateComplexMovePatterns(opponentPatterns, false);
|
||||
|
||||
board[row, col] = Enums.PlayerType.None; // 복원
|
||||
|
||||
int size = board.GetLength(0);
|
||||
float centerDistance = Math.Max(
|
||||
Math.Abs(row - (size - 1) / 2.0f), // 중앙 위치 계산
|
||||
Math.Abs(col - (size - 1) / 2.0f)
|
||||
);
|
||||
float centerBonus = 1.0f - (centerDistance / ((size - 1) / 2.0f)) * 0.3f; // 중앙과 가장자리의 점수 차이를 30%로 설정
|
||||
|
||||
return score * centerBonus;
|
||||
}
|
||||
|
||||
// 복합 패턴 평가를 위한 새로운 함수
|
||||
private static float EvaluateComplexMovePatterns(List<(int[] dir, int count, int openEnds)> patterns, bool isAI)
|
||||
{
|
||||
float score = 0;
|
||||
|
||||
// 열린 3 패턴 및 4 패턴 찾기
|
||||
var openThrees = patterns.Where(p => p.count == 3 && p.openEnds == 2).ToList();
|
||||
var fours = patterns.Where(p => p.count == 4 && p.openEnds >= 1).ToList();
|
||||
|
||||
// 3-3 패턴 감지
|
||||
if (openThrees.Count >= 2)
|
||||
{
|
||||
for (int i = 0; i < openThrees.Count; i++)
|
||||
{
|
||||
for (int j = i + 1; j < openThrees.Count; j++)
|
||||
{
|
||||
if (!AreParallelDirections(openThrees[i].dir, openThrees[j].dir))
|
||||
{
|
||||
float threeThreeScore = PatternScore.DOUBLE_THREE / 4; // 복합 패턴 가중치
|
||||
score += isAI ? threeThreeScore : threeThreeScore * 1.1f;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 4-4 패턴 감지
|
||||
if (fours.Count >= 2)
|
||||
{
|
||||
for (int i = 0; i < fours.Count; i++)
|
||||
{
|
||||
for (int j = i + 1; j < fours.Count; j++)
|
||||
{
|
||||
if (!AreParallelDirections(fours[i].dir, fours[j].dir))
|
||||
{
|
||||
float fourFourScore = PatternScore.DOUBLE_FOUR / 4;
|
||||
score += isAI ? fourFourScore : fourFourScore * 1.2f;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 4-3 패턴 감지
|
||||
if (fours.Count > 0 && openThrees.Count > 0)
|
||||
{
|
||||
float fourThreeScore = PatternScore.FOUR_THREE / 4;
|
||||
score += isAI ? fourThreeScore : fourThreeScore * 1.2f;
|
||||
}
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
@ -5,7 +5,7 @@ using UnityEngine;
|
||||
|
||||
public static class MiniMaxAIController
|
||||
{
|
||||
private const int SEARCH_DEPTH = 3; // 탐색 깊이 제한 (3 = 빠른 응답, 4 = 좀 더 강한 AI 그러나 느린)
|
||||
private const int SEARCH_DEPTH = 4; // 탐색 깊이 제한 (3 = 빠른 응답, 4 = 좀 더 강한 AI 그러나 느린)
|
||||
private const int WIN_COUNT = 5;
|
||||
|
||||
private static int[][] _directions = AIConstants.Directions;
|
||||
@ -154,8 +154,8 @@ public static class MiniMaxAIController
|
||||
// score가 높은 순으로 정렬 -> 더 좋은 수 먼저 계산하도록 함
|
||||
validMoves.Sort((a, b) => b.Item3.CompareTo(a.Item3));
|
||||
|
||||
// 시간 단축을 위해 상위 10-15개만 고려. 일단 15개
|
||||
return validMoves.Take(15).ToList();
|
||||
// 시간 단축을 위해 상위 10-15개만 고려.
|
||||
return validMoves.Take(10).ToList();
|
||||
}
|
||||
|
||||
private static bool HasNearbyStones(Enums.PlayerType[,] board, int row, int col, int distance = 3)
|
||||
@ -312,285 +312,4 @@ public static class MiniMaxAIController
|
||||
|
||||
return fiveInARowMoves;
|
||||
}
|
||||
/*
|
||||
#region Evaluate Score
|
||||
|
||||
// 특정 위치의 Score를 평가하는 새로운 함수
|
||||
private static float EvaluateMove(Enums.PlayerType[,] board, int row, int col)
|
||||
{
|
||||
float score = 0;
|
||||
board[row, col] = _AIPlayerType;
|
||||
|
||||
foreach (var dir in _directions)
|
||||
{
|
||||
// CountStones를 사용하나 캐시에 저장X, 가상 계산이기 때문..
|
||||
var (count, openEnds) = CountStones(board, row, col, dir, _AIPlayerType, false);
|
||||
|
||||
if (count >= 4)
|
||||
{
|
||||
score += 10000;
|
||||
}
|
||||
else if (count == 3)
|
||||
{
|
||||
score += (openEnds == 2) ? 1000 : (openEnds == 1) ? 100 : 10;
|
||||
}
|
||||
else if (count == 2)
|
||||
{
|
||||
score += (openEnds == 2) ? 50 : (openEnds == 1) ? 10 : 5;
|
||||
}
|
||||
else if (count == 1)
|
||||
{
|
||||
score += (openEnds == 2) ? 10 : (openEnds == 1) ? 5 : 1;
|
||||
}
|
||||
}
|
||||
|
||||
// 상대 돌로 바꿔서 평가
|
||||
board[row, col] = Enums.PlayerType.PlayerB;
|
||||
|
||||
foreach (var dir in _directions)
|
||||
{
|
||||
// 캐시 저장X
|
||||
var (count, openEnds) = CountStones(board, row, col, dir, Enums.PlayerType.PlayerB, false);
|
||||
|
||||
// 상대 패턴 차단에 대한 가치 (방어 점수)
|
||||
if (count >= 4)
|
||||
{
|
||||
score += 8000;
|
||||
}
|
||||
else if (count == 3)
|
||||
{
|
||||
score += (openEnds == 2) ? 800 : (openEnds == 1) ? 80 : 8;
|
||||
}
|
||||
else if (count == 2)
|
||||
{
|
||||
score += (openEnds == 2) ? 40 : (openEnds == 1) ? 8 : 4;
|
||||
}
|
||||
else if (count == 1)
|
||||
{
|
||||
score += (openEnds == 2) ? 8 : (openEnds == 1) ? 4 : 1;
|
||||
}
|
||||
}
|
||||
|
||||
// 원래 상태로 복원
|
||||
board[row, col] = Enums.PlayerType.None;
|
||||
|
||||
// 중앙에 가까울수록 추가 점수
|
||||
int size = board.GetLength(0);
|
||||
float centerDistance = Math.Max(
|
||||
Math.Abs(row - (size - 1) / 2.0f),
|
||||
Math.Abs(col - (size - 1) / 2.0f)
|
||||
);
|
||||
float centerBonus = 1.0f - (centerDistance / ((size - 1) / 2.0f)) * 0.3f; // 30% 가중치
|
||||
|
||||
return score * centerBonus;
|
||||
}
|
||||
|
||||
// 현재 보드 평가 함수
|
||||
private static float EvaluateBoard(Enums.PlayerType[,] board)
|
||||
{
|
||||
float score = 0;
|
||||
int size = board.GetLength(0);
|
||||
|
||||
// 복합 패턴 감지를 위한 위치 저장 리스트
|
||||
List<(int row, int col, int[] dir)> aiOpen3Positions = new List<(int, int, int[])>();
|
||||
List<(int row, int col, int[] dir)> playerOpen3Positions = new List<(int, int, int[])>();
|
||||
List<(int row, int col, int[] dir)> ai4Positions = new List<(int, int, int[])>();
|
||||
List<(int row, int col, int[] dir)> player4Positions = new List<(int, int, int[])>();
|
||||
|
||||
|
||||
for (int row = 0; row < size; row++)
|
||||
{
|
||||
for (int col = 0; col < size; col++)
|
||||
{
|
||||
if (board[row, col] == Enums.PlayerType.None) continue;
|
||||
|
||||
Enums.PlayerType player = board[row, col];
|
||||
int playerScore = (player == _AIPlayerType) ? 1 : -1; // AI는 양수, 플레이어는 음수
|
||||
|
||||
// 위치 가중치 계산. 중앙 중심으로 돌을 두도록 함
|
||||
float positionWeight = CalculatePositionWeight(row, col, size);
|
||||
|
||||
foreach (var dir in _directions)
|
||||
{
|
||||
var (count, openEnds) = CountStones(board, row, col, dir, player);
|
||||
|
||||
// 점수 계산
|
||||
float patternScore = 0;
|
||||
|
||||
if (count >= 5)
|
||||
{
|
||||
Debug.Log("over 5 counts. count amount: " + count);
|
||||
patternScore = 100000;
|
||||
}
|
||||
else if (count == 4)
|
||||
{
|
||||
patternScore = (openEnds == 2) ? 15000 : (openEnds == 1) ? 5000 : 500;
|
||||
|
||||
// 4 패턴 위치 저장
|
||||
if (openEnds >= 1)
|
||||
{
|
||||
if (player == _AIPlayerType)
|
||||
ai4Positions.Add((row, col, dir));
|
||||
else
|
||||
player4Positions.Add((row, col, dir));
|
||||
}
|
||||
}
|
||||
else if (count == 3)
|
||||
{
|
||||
patternScore = (openEnds == 2) ? 3000 : (openEnds == 1) ? 500 : 50;
|
||||
|
||||
// 3 패턴 위치 저장
|
||||
if (openEnds == 2)
|
||||
{
|
||||
if (player == _AIPlayerType)
|
||||
aiOpen3Positions.Add((row, col, dir));
|
||||
else
|
||||
playerOpen3Positions.Add((row, col, dir));
|
||||
}
|
||||
}
|
||||
else if (count == 2)
|
||||
{
|
||||
patternScore = (openEnds == 2) ? 100 : (openEnds == 1) ? 30 : 10;
|
||||
}
|
||||
else if (count == 1)
|
||||
{
|
||||
patternScore = (openEnds == 2) ? 10 : 1;
|
||||
}
|
||||
|
||||
// 위치 가중치 적용
|
||||
patternScore *= positionWeight;
|
||||
|
||||
// 최종 점수 적용 (플레이어는 음수)
|
||||
score += playerScore * patternScore;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 2. 복합 패턴 감지 및 점수 부여 (4,4 / 3,3 / 4,3)
|
||||
int aiThreeThree = DetectDoubleThree(aiOpen3Positions);
|
||||
int playerThreeThree = DetectDoubleThree(playerOpen3Positions);
|
||||
|
||||
int aiFourFour = DetectDoubleFour(ai4Positions);
|
||||
int playerFourFour = DetectDoubleFour(player4Positions);
|
||||
|
||||
int aiFourThree = DetectFourThree(ai4Positions, aiOpen3Positions);
|
||||
int playerFourThree = DetectFourThree(player4Positions, playerOpen3Positions);
|
||||
|
||||
// 복합 패턴 점수 추가
|
||||
score += aiThreeThree * 8000;
|
||||
score -= playerThreeThree * 8000;
|
||||
|
||||
score += aiFourFour * 12000;
|
||||
score -= playerFourFour * 12000;
|
||||
|
||||
score += aiFourThree * 10000;
|
||||
score -= playerFourThree * 10000;
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
// 위치 가중치 계산 함수
|
||||
private static float CalculatePositionWeight(int row, int col, int size)
|
||||
{
|
||||
float boardCenterPos = (size - 1) / 2.0f;
|
||||
|
||||
// 현재 위치와 중앙과의 거리 계산 (0~1 사이 값)
|
||||
float distance = Math.Max(Math.Abs(row - boardCenterPos), Math.Abs(col - boardCenterPos)) / boardCenterPos;
|
||||
|
||||
// 중앙(거리 0)은 1.2배, 가장자리(거리 1)는 0.8배
|
||||
return 1.2f - (0.4f * distance);
|
||||
}
|
||||
|
||||
// 삼삼(3-3) 감지 함수
|
||||
private static int DetectDoubleThree(List<(int row, int col, int[] dir)> openThreePositions)
|
||||
{
|
||||
int doubleThreeCount = 0;
|
||||
var checkedPairs = new HashSet<(int, int)>();
|
||||
|
||||
for (int i = 0; i < openThreePositions.Count; i++)
|
||||
{
|
||||
var (row1, col1, dir1) = openThreePositions[i];
|
||||
|
||||
for (int j = i + 1; j < openThreePositions.Count; j++)
|
||||
{
|
||||
var (row2, col2, dir2) = openThreePositions[j];
|
||||
|
||||
// 같은 돌에서 다른 방향으로 두 개의 열린 3이 형성된 경우
|
||||
if (row1 == row2 && col1 == col2 && !AreParallelDirections(dir1, dir2))
|
||||
{
|
||||
if (!checkedPairs.Contains((row1, col1)))
|
||||
{
|
||||
doubleThreeCount++;
|
||||
checkedPairs.Add((row1, col1));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return doubleThreeCount;
|
||||
}
|
||||
|
||||
// 방향이 평행한지 확인하는 함수
|
||||
private static bool AreParallelDirections(int[] dir1, int[] dir2)
|
||||
{
|
||||
return (dir1[0] == dir2[0] && dir1[1] == dir2[1]) ||
|
||||
(dir1[0] == -dir2[0] && dir1[1] == -dir2[1]);
|
||||
}
|
||||
|
||||
// 사사(4-4) 감지 함수
|
||||
private static int DetectDoubleFour(List<(int row, int col, int[] dir)> fourPositions)
|
||||
{
|
||||
int doubleFourCount = 0;
|
||||
var checkedPairs = new HashSet<(int, int)>();
|
||||
|
||||
for (int i = 0; i < fourPositions.Count; i++)
|
||||
{
|
||||
var (row1, col1, dir1) = fourPositions[i];
|
||||
|
||||
for (int j = i + 1; j < fourPositions.Count; j++)
|
||||
{
|
||||
var (row2, col2, dir2) = fourPositions[j];
|
||||
|
||||
if (row1 == row2 && col1 == col2 && !AreParallelDirections(dir1, dir2))
|
||||
{
|
||||
if (!checkedPairs.Contains((row1, col1)))
|
||||
{
|
||||
doubleFourCount++;
|
||||
checkedPairs.Add((row1, col1));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return doubleFourCount;
|
||||
}
|
||||
|
||||
// 사삼(4-3) 감지 함수
|
||||
private static int DetectFourThree(List<(int row, int col, int[] dir)> fourPositions,
|
||||
List<(int row, int col, int[] dir)> openThreePositions)
|
||||
{
|
||||
int fourThreeCount = 0;
|
||||
var checkedPairs = new HashSet<(int, int)>();
|
||||
|
||||
foreach (var (row1, col1, _) in fourPositions)
|
||||
{
|
||||
foreach (var (row2, col2, _) in openThreePositions)
|
||||
{
|
||||
// 같은 돌에서 4와 열린 3이 동시에 형성된 경우
|
||||
if (row1 == row2 && col1 == col2)
|
||||
{
|
||||
if (!checkedPairs.Contains((row1, col1)))
|
||||
{
|
||||
fourThreeCount++;
|
||||
checkedPairs.Add((row1, col1));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return fourThreeCount;
|
||||
}
|
||||
|
||||
#endregion
|
||||
*/
|
||||
}
|
||||
|
@ -1,14 +1,22 @@
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(AudioSource))]
|
||||
public class AudioManager : MonoBehaviour
|
||||
{
|
||||
[Header("Sound")]
|
||||
[Header("BGM")]
|
||||
[SerializeField] private AudioClip mainBgm;
|
||||
[Header("SFX")]
|
||||
[SerializeField] private AudioClip clickSound;
|
||||
[SerializeField] private AudioClip closeSound;
|
||||
|
||||
private AudioSource audioSource;
|
||||
|
||||
[HideInInspector] public float sfxVolume;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
PlayMainBGM();
|
||||
sfxVolume = 1.0f; //테스트 코드
|
||||
}
|
||||
|
||||
// 배경음악 시작
|
||||
@ -22,7 +30,7 @@ public class AudioManager : MonoBehaviour
|
||||
// 배경음악이 설정되면 재생
|
||||
audioSource.clip = mainBgm; // 음악 클립 설정
|
||||
audioSource.loop = true; // 반복 재생
|
||||
audioSource.volume = 0.4f; // 볼륨
|
||||
audioSource.volume = 0.1f; // 볼륨
|
||||
audioSource.Play(); // 음악 시작
|
||||
}
|
||||
}
|
||||
@ -35,4 +43,14 @@ public class AudioManager : MonoBehaviour
|
||||
audioSource.Stop(); // 배경음악 멈추기
|
||||
}
|
||||
}
|
||||
|
||||
public void PlayClickSound()
|
||||
{
|
||||
audioSource.PlayOneShot(clickSound, sfxVolume);
|
||||
}
|
||||
|
||||
public void PlayCloseSound()
|
||||
{
|
||||
audioSource.PlayOneShot(closeSound, sfxVolume);
|
||||
}
|
||||
}
|
||||
|
@ -20,6 +20,7 @@ public class CoinsPanelController : MonoBehaviour
|
||||
private AudioSource _audioSource;
|
||||
private int _coinsCount;
|
||||
private RectTransform _coinsRect;
|
||||
private CanvasGroup _canvasGroup; //부모 캔버스 그룹
|
||||
|
||||
// 1. 코인 추가 연출
|
||||
// 2. 코인 감소 연출
|
||||
@ -30,6 +31,7 @@ public class CoinsPanelController : MonoBehaviour
|
||||
_audioSource = GetComponent<AudioSource>();
|
||||
_coinsColor = coinsRemoveImageObject.GetComponent<Image>().color;
|
||||
_coinsRect = GetComponent<RectTransform>();
|
||||
_canvasGroup = GetComponentInParent<CanvasGroup>();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
@ -96,9 +98,9 @@ public class CoinsPanelController : MonoBehaviour
|
||||
/// <param name="coinsCount"> 추가할 코인 수량</param>
|
||||
/// <param name="shopPanel">상점 패널 캔버스 그룹</param>
|
||||
/// <param name="action">애니메이션 종료 후 동작 EX) 코인 수량 변경</param>
|
||||
public void AddCoins(int coinsCount, CanvasGroup shopPanel,Action action)
|
||||
public void AddCoins(int coinsCount, Action action)
|
||||
{
|
||||
shopPanel.blocksRaycasts = false; //코인 중복 추가 방지 코드
|
||||
_canvasGroup.blocksRaycasts = false; //코인 중복 추가 방지 코드
|
||||
|
||||
Sequence sequence = DOTween.Sequence();
|
||||
// i += a 반복 횟수 조절, 100개 단위로 상승 차감 시 100으로 설정
|
||||
@ -120,7 +122,7 @@ public class CoinsPanelController : MonoBehaviour
|
||||
}
|
||||
sequence.OnComplete(() =>
|
||||
{
|
||||
shopPanel.blocksRaycasts = true; //구매 후 클릭 활성화
|
||||
_canvasGroup.blocksRaycasts = true; //구매 후 클릭 활성화
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -4,4 +4,7 @@
|
||||
public const string GameServerURL = "ws://localhost:3000";
|
||||
public const int BoardSize = 15;
|
||||
public const int ReplayMaxRecordSize = 10;
|
||||
public const int WIN_COUNT = 5;
|
||||
//무승부 확인을 위한 최소 착수 수
|
||||
public const int MinCountForDrawCheck = 150;
|
||||
}
|
@ -2,6 +2,7 @@ using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public abstract class BasePlayerState
|
||||
{
|
||||
@ -12,22 +13,40 @@ public abstract class BasePlayerState
|
||||
|
||||
public void ProcessMove(GameLogic gameLogic, Enums.PlayerType playerType, int row, int col)
|
||||
{
|
||||
|
||||
gameLogic.fioTimer.PauseTimer();
|
||||
|
||||
gameLogic.SetNewBoardValue(playerType, row, col);
|
||||
gameLogic.CountStoneCounter();
|
||||
|
||||
if (gameLogic.CheckGameWin(playerType, row, col))
|
||||
{
|
||||
GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: {playerType} Win",() =>{});
|
||||
gameLogic.EndGame();
|
||||
GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: {playerType} Win", () =>
|
||||
{
|
||||
var gameResult = playerType == Enums.PlayerType.PlayerA? Enums.GameResult.Win:Enums.GameResult.Lose;
|
||||
gameLogic.EndGame(gameResult);
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gameLogic.TotalStoneCounter >= Constants.MinCountForDrawCheck)
|
||||
{
|
||||
if (gameLogic.CheckGameDraw())
|
||||
{
|
||||
GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: Draw", () =>
|
||||
{
|
||||
gameLogic.EndGame(Enums.GameResult.Draw);
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
//TODO: 무승부 확인
|
||||
HandleNextTurn(gameLogic);
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
HandleNextTurn(gameLogic);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -46,6 +65,10 @@ public class PlayerState : BasePlayerState
|
||||
gameLogic.fioTimer.StartTimer();
|
||||
|
||||
//TODO: 첫번째 플레이어면 렌주 룰 확인
|
||||
#region Renju Turn Set
|
||||
// 턴이 변경될 때마다 금수 위치 업데이트
|
||||
gameLogic.UpdateForbiddenMoves();
|
||||
#endregion
|
||||
|
||||
gameLogic.currentTurn = _playerType;
|
||||
gameLogic.stoneController.OnStoneClickedDelegate = (row, col) =>
|
||||
@ -85,7 +108,6 @@ public class AIState: BasePlayerState
|
||||
public override void OnEnter(GameLogic gameLogic)
|
||||
{
|
||||
gameLogic.fioTimer.StartTimer();
|
||||
//TODO: AI이식
|
||||
OmokAI.Instance.StartBestMoveSearch(gameLogic.GetBoard(), (bestMove) =>
|
||||
{
|
||||
if(bestMove.HasValue)
|
||||
@ -137,16 +159,22 @@ public class GameLogic : MonoBehaviour
|
||||
public StoneController stoneController;
|
||||
public Enums.PlayerType currentTurn;
|
||||
public Enums.GameType gameType;
|
||||
//총 착수된 돌 카운터
|
||||
public int _totalStoneCounter;
|
||||
public int TotalStoneCounter{get{return _totalStoneCounter;}}
|
||||
|
||||
public BasePlayerState firstPlayerState;
|
||||
public BasePlayerState secondPlayerState;
|
||||
private BasePlayerState _currentPlayerState;
|
||||
//타이머
|
||||
public FioTimer fioTimer;
|
||||
|
||||
private const int WIN_COUNT = 5;
|
||||
//선택된 좌표
|
||||
public int selectedRow;
|
||||
public int selectedCol;
|
||||
//마지막 배치된 좌표
|
||||
private int _lastRow;
|
||||
private int _lastCol;
|
||||
|
||||
#region Renju Members
|
||||
// 렌주룰 금수 검사기
|
||||
@ -156,9 +184,6 @@ public class GameLogic : MonoBehaviour
|
||||
private List<Vector2Int> _forbiddenMoves = new List<Vector2Int>();
|
||||
#endregion
|
||||
|
||||
private int _lastRow;
|
||||
private int _lastCol;
|
||||
|
||||
private static int[][] _directions = new int[][]
|
||||
{
|
||||
new int[] {1, 0}, // 수직
|
||||
@ -173,6 +198,7 @@ public class GameLogic : MonoBehaviour
|
||||
_board = new Enums.PlayerType[15, 15];
|
||||
this.stoneController = stoneController;
|
||||
this.gameType = gameType;
|
||||
_totalStoneCounter = 0;
|
||||
|
||||
selectedRow = -1;
|
||||
selectedCol = -1;
|
||||
@ -196,21 +222,20 @@ public class GameLogic : MonoBehaviour
|
||||
{
|
||||
GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: {Enums.PlayerType.PlayerB} Win",
|
||||
() =>{});
|
||||
EndGame();
|
||||
EndGame(Enums.GameResult.Lose);
|
||||
}
|
||||
else if (currentTurn == Enums.PlayerType.PlayerB)
|
||||
{
|
||||
GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: {Enums.PlayerType.PlayerA} Win",
|
||||
() =>{});
|
||||
EndGame();
|
||||
EndGame(Enums.GameResult.Win);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
//TODO: 기보 매니저에게 플레이어 닉네임 넘겨주기
|
||||
//TODO: 기보 매니저에게 플레이어 닉네임 넘겨주기, 프로필정보도 넘겨줘야 합니다.
|
||||
ReplayManager.Instance.InitReplayData("PlayerA","nicknameB");
|
||||
|
||||
|
||||
switch (gameType)
|
||||
{
|
||||
case Enums.GameType.SinglePlay:
|
||||
@ -226,10 +251,10 @@ public class GameLogic : MonoBehaviour
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public Enums.PlayerType[,] GetBoard()
|
||||
//돌 카운터 증가 함수
|
||||
public void CountStoneCounter()
|
||||
{
|
||||
return _board;
|
||||
_totalStoneCounter++;
|
||||
}
|
||||
|
||||
//착수 버튼 클릭시 호출되는 함수
|
||||
@ -258,12 +283,6 @@ public class GameLogic : MonoBehaviour
|
||||
|
||||
public void SetStoneSelectedState(int row, int col)
|
||||
{
|
||||
|
||||
#region Renju Turn Set
|
||||
// 턴이 변경될 때마다 금수 위치 업데이트
|
||||
UpdateForbiddenMoves();
|
||||
#endregion
|
||||
|
||||
if (_board[row, col] != Enums.PlayerType.None) return;
|
||||
|
||||
if (stoneController.GetStoneState(row, col) != Enums.StoneState.None && currentTurn == Enums.PlayerType.PlayerA) return;
|
||||
@ -328,10 +347,12 @@ public class GameLogic : MonoBehaviour
|
||||
selectedCol = -1;
|
||||
}
|
||||
//게임 끝
|
||||
public void EndGame()
|
||||
public void EndGame(Enums.GameResult result)
|
||||
{
|
||||
SetState(null);
|
||||
|
||||
ReplayManager.Instance.SaveReplayDataResult(result);
|
||||
//TODO: 게임 종료 후 행동 구현
|
||||
SceneManager.LoadScene("Main");
|
||||
}
|
||||
|
||||
//승리 확인 함수
|
||||
@ -342,7 +363,7 @@ public class GameLogic : MonoBehaviour
|
||||
var (count, _) = CountStones(_board, row, col, dir, player);
|
||||
|
||||
// 자기 자신 포함하여 5개 이상일 시 true 반환
|
||||
if (count + 1 >= WIN_COUNT)
|
||||
if (count + 1 >= Constants.WIN_COUNT)
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -388,22 +409,71 @@ public class GameLogic : MonoBehaviour
|
||||
return (count, openEnds);
|
||||
}
|
||||
|
||||
#region Renju Rule Detector
|
||||
public Enums.PlayerType[,] GetBoard()
|
||||
{
|
||||
return _board;
|
||||
}
|
||||
//무승부 확인
|
||||
public bool CheckGameDraw()
|
||||
{
|
||||
if (CheckIsFull(_board)) return true; // 빈 칸이 없으면 무승부
|
||||
bool playerAHasChance = CheckFiveChance(_board, Enums.PlayerType.PlayerA);
|
||||
bool playerBHasChance = CheckFiveChance(_board, Enums.PlayerType.PlayerB);
|
||||
return !(playerAHasChance || playerBHasChance); // 둘 다 기회가 없으면 무승부
|
||||
}
|
||||
|
||||
//연속되는 5개가 만들어질 기회가 있는지 판단
|
||||
private bool CheckFiveChance(Enums.PlayerType[,] board, Enums.PlayerType player)
|
||||
{
|
||||
var tempBoard = (Enums.PlayerType[,])board.Clone();
|
||||
int size = board.GetLength(0);
|
||||
for (int row = 0; row < size; row++)
|
||||
{
|
||||
for (int col = 0; col < size; col++)
|
||||
{
|
||||
if (tempBoard[row, col] != Enums.PlayerType.None) continue;
|
||||
tempBoard[row, col] = player;
|
||||
foreach (var dir in _directions)
|
||||
{
|
||||
var (count, _) = CountStones(tempBoard, row, col, dir, player);
|
||||
|
||||
// 자기 자신 포함하여 5개 이상일 시 true 반환
|
||||
if (count + 1 >= Constants.WIN_COUNT) return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
//보드가 꽉 찼는지 확인
|
||||
private static bool CheckIsFull(Enums.PlayerType[,] board)
|
||||
{
|
||||
int size = board.GetLength(0);
|
||||
for (int row = 0; row < size; row++)
|
||||
{
|
||||
for (int col = 0; col < size; col++)
|
||||
{
|
||||
if (board[row, col] == Enums.PlayerType.None) return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
#region Renju Rule Detector
|
||||
// 금수 위치 업데이트 및 표시
|
||||
private void UpdateForbiddenMoves()
|
||||
public void UpdateForbiddenMoves()
|
||||
{
|
||||
ClearForbiddenMarks();
|
||||
|
||||
if (currentTurn == Enums.PlayerType.PlayerA)
|
||||
{
|
||||
_forbiddenMoves = _forbiddenDetector.RenjuForbiddenMove(_board);
|
||||
var cloneBoard = (Enums.PlayerType[,])_board.Clone();
|
||||
_forbiddenMoves = _forbiddenDetector.RenjuForbiddenMove(cloneBoard);
|
||||
|
||||
foreach (var pos in _forbiddenMoves)
|
||||
{
|
||||
SetStoneNewState(Enums.StoneState.Blocked, pos.x, pos.y);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// 이전에 표시된 금수 마크 제거
|
||||
|
@ -5,7 +5,6 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.UI;
|
||||
|
||||
[RequireComponent(typeof(AudioSource))]
|
||||
public class GameManager : Singleton<GameManager>
|
||||
{
|
||||
private Enums.GameType _gameType;
|
||||
@ -38,10 +37,16 @@ public class GameManager : Singleton<GameManager>
|
||||
}
|
||||
|
||||
private void InitPanels()
|
||||
{
|
||||
if (panelManager == null)
|
||||
{
|
||||
panelManager = Instantiate(panelManagerPrefab).GetComponent<PanelManager>();
|
||||
}
|
||||
if (audioManager == null)
|
||||
{
|
||||
audioManager = Instantiate(audioManagerPrefab).GetComponent<AudioManager>();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnClickConfirmButton()
|
||||
{
|
||||
@ -51,7 +56,6 @@ public class GameManager : Singleton<GameManager>
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("착수 위치를 선택 해주세요");
|
||||
//TODO: 착수할 위치를 선택하라는 동작
|
||||
}
|
||||
}
|
||||
@ -75,6 +79,7 @@ public class GameManager : Singleton<GameManager>
|
||||
var fioTimer = FindObjectOfType<FioTimer>();
|
||||
_gameLogic = new GameLogic(_stoneController, _gameType, fioTimer);
|
||||
}
|
||||
InitPanels();
|
||||
}
|
||||
//임시 재시작 재대결
|
||||
public void RetryGame()
|
||||
|
@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
@ -80,7 +81,50 @@ public class MainPanelController : MonoBehaviour
|
||||
|
||||
//대국 시작 버튼 클릭
|
||||
public void OnClickGameStart()
|
||||
{
|
||||
//코인 차감 후 게임 씬 로드
|
||||
GameManager.Instance.panelManager.RemoveCoinsPanelUI((() =>
|
||||
{
|
||||
GameManager.Instance.ChangeToGameScene(Enums.GameType.SinglePlay);
|
||||
//Todo: 게임 타입에 따라 다른 Scene 호출
|
||||
}));
|
||||
}
|
||||
|
||||
//상점 패널 생성
|
||||
public void OnShopButtonClick()
|
||||
{
|
||||
List<ShopItem> shopItems = new List<ShopItem>(); //상점 데이터 리스트 생성
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
if (i == 0) //광고 항목
|
||||
{
|
||||
ShopItem shopItem = new ShopItem
|
||||
{
|
||||
name = "광고) 코인500개 ",
|
||||
price = 0
|
||||
};
|
||||
shopItems.Add(shopItem);
|
||||
}
|
||||
else
|
||||
{
|
||||
ShopItem shopItem = new ShopItem
|
||||
{
|
||||
name = i*1000+"개 ",
|
||||
price = i * 1000
|
||||
};
|
||||
shopItems.Add(shopItem);
|
||||
}
|
||||
}
|
||||
GameManager.Instance.panelManager.OpenShopPanel(shopItems);
|
||||
}
|
||||
|
||||
public void OpenReplayButtonClick()
|
||||
{
|
||||
GameManager.Instance.panelManager.OpenReplayPanel();
|
||||
}
|
||||
|
||||
public void OpenSettingButtonClick()
|
||||
{
|
||||
GameManager.Instance.panelManager.OpenSettingsPanel();
|
||||
}
|
||||
}
|
||||
|
@ -42,7 +42,7 @@ public class MainPanelManager : MonoBehaviour
|
||||
|
||||
UpdateMainPanelUI(GameManager.Instance.panelManager.OpenMainPanel);
|
||||
// ScoreData.SetScore(userInfo.score);
|
||||
GameManager.Instance.panelManager.OpenConfirmPanel(userInfo.nickname + "님" + "\n" + "자동 로그인 되었습니다", () => { });
|
||||
// GameManager.Instance.panelManager.OpenConfirmPanel(userInfo.nickname + "님" + "\n" + "자동 로그인 되었습니다", () => { });
|
||||
|
||||
loadingPanelController.StopLoading();
|
||||
}, () =>
|
||||
|
@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.Networking;
|
||||
@ -47,7 +48,6 @@ public class NetworkManager : Singleton<NetworkManager>
|
||||
else
|
||||
{
|
||||
var result = www.downloadHandler.text;
|
||||
success?.Invoke();
|
||||
|
||||
// 회원가입 성공 팝업 표시
|
||||
GameManager.Instance.panelManager.OpenConfirmPanel("회원 가입이 완료 되었습니다.", () =>
|
||||
@ -164,10 +164,10 @@ public class NetworkManager : Singleton<NetworkManager>
|
||||
if (www.responseCode == 403)
|
||||
{
|
||||
Debug.Log("로그인이 필요합니다.");
|
||||
GameManager.Instance.panelManager.OpenConfirmPanel("로그인이 필요합니다.", () =>
|
||||
{
|
||||
// GameManager.Instance.panelManager.OpenConfirmPanel("로그인이 필요합니다.", () =>
|
||||
// {
|
||||
// });
|
||||
failure?.Invoke();
|
||||
});
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -395,10 +395,10 @@ public class NetworkManager : Singleton<NetworkManager>
|
||||
string url = Constants.ServerURL + "/coins/purchase"; // 서버 엔드포인트
|
||||
PurchaseData purchaseData = new PurchaseData(amount, paymentId, paymentType);
|
||||
string jsonString = JsonUtility.ToJson(purchaseData);
|
||||
byte[] bodyRaw = System.Text.Encoding.UTF8.GetBytes(jsonString);
|
||||
|
||||
using (UnityWebRequest www = new UnityWebRequest(url, UnityWebRequest.kHttpVerbPOST))
|
||||
{
|
||||
byte[] bodyRaw = System.Text.Encoding.UTF8.GetBytes(jsonString);
|
||||
www.uploadHandler = new UploadHandlerRaw(bodyRaw);
|
||||
www.downloadHandler = new DownloadHandlerBuffer();
|
||||
www.SetRequestHeader("Content-Type", "application/json");
|
||||
@ -445,4 +445,102 @@ public class NetworkManager : Singleton<NetworkManager>
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 코인 제거 함수
|
||||
/// </summary>
|
||||
/// <param name="success"></param>
|
||||
/// <param name="failure"></param>
|
||||
public void DeductCoins(Action<int> success, Action<string> failure)
|
||||
{
|
||||
StartCoroutine(DeductCoinsCoroutine(success, failure));
|
||||
}
|
||||
|
||||
private IEnumerator DeductCoinsCoroutine(Action<int> success, Action<string> failure)
|
||||
{
|
||||
string DeductCoinsUrl = Constants.ServerURL + "/coins/deduct";
|
||||
|
||||
using (UnityWebRequest www = new UnityWebRequest(DeductCoinsUrl, UnityWebRequest.kHttpVerbPOST))
|
||||
{
|
||||
www.downloadHandler = new DownloadHandlerBuffer();
|
||||
string sid = PlayerPrefs.GetString("sid", "");
|
||||
|
||||
if (!string.IsNullOrEmpty(sid))
|
||||
{
|
||||
www.SetRequestHeader("Cookie", sid);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("SID 값이 없습니다. 로그인 정보가 없습니다.");
|
||||
failure?.Invoke("LOGIN_REQUIRED");
|
||||
yield break;
|
||||
}
|
||||
|
||||
yield return www.SendWebRequest();
|
||||
|
||||
if (www.result == UnityWebRequest.Result.ConnectionError ||
|
||||
www.result == UnityWebRequest.Result.ProtocolError)
|
||||
{
|
||||
Debug.LogError("코인 차감 실패: " + www.error);
|
||||
|
||||
if (www.responseCode == 400)
|
||||
{
|
||||
failure?.Invoke("INSUFFICIENT_COINS");
|
||||
}
|
||||
else
|
||||
{
|
||||
failure?.Invoke("ERROR");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var result = www.downloadHandler.text;
|
||||
var deductResult = JsonUtility.FromJson<DeductCoinsResult>(result);
|
||||
|
||||
if (deductResult.result == "SUCCESS")
|
||||
{
|
||||
Debug.Log("코인 차감 완료: " + deductResult.deducted);
|
||||
UserManager.Instance.SetCoinsInfo();
|
||||
success?.Invoke(deductResult.deducted);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("코인 차감 실패: " + deductResult.result);
|
||||
failure?.Invoke(deductResult.result);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void GetLeaderboardData(Action<List<ScoreInfo>> success, Action failure)
|
||||
{
|
||||
StartCoroutine(GetLeaderboardDataCoroutine(success, failure));
|
||||
}
|
||||
|
||||
private IEnumerator GetLeaderboardDataCoroutine(Action<List<ScoreInfo>> success, Action failure)
|
||||
{
|
||||
string url = Constants.ServerURL + "/leaderboard/"; // 서버의 리더보드 데이터 URL
|
||||
|
||||
UnityWebRequest www = UnityWebRequest.Get(url); // GET 요청으로 데이터 받기
|
||||
yield return www.SendWebRequest(); // 요청 전송 대기
|
||||
|
||||
// 요청이 실패했을 때
|
||||
if (www.result == UnityWebRequest.Result.ConnectionError || www.result == UnityWebRequest.Result.ProtocolError)
|
||||
{
|
||||
Debug.LogError("Error: " + www.error);
|
||||
failure?.Invoke();
|
||||
}
|
||||
else
|
||||
{
|
||||
// 성공적으로 데이터를 받아온 경우
|
||||
string jsonResponse = www.downloadHandler.text; // 응답으로 받은 JSON 데이터
|
||||
|
||||
// JSON을 ScoreInfo 리스트로 파싱
|
||||
ScoreListWrapper wrapper = JsonUtility.FromJson<ScoreListWrapper>(jsonResponse);
|
||||
List<ScoreInfo> leaderboardItems = wrapper.leaderboardDatas;
|
||||
|
||||
// Show 메서드를 통해 데이터를 표시
|
||||
success?.Invoke(leaderboardItems);
|
||||
}
|
||||
}
|
||||
}
|
@ -23,9 +23,9 @@ public class ScoreCellController : MonoBehaviour
|
||||
winText.text = item.win.ToString();
|
||||
loseText.text = item.lose.ToString();
|
||||
|
||||
if (profileImage != null && item.profileImageIndex != null)
|
||||
if (profileImage != null)
|
||||
{
|
||||
profileImage.sprite = profileSprites[item.profileImageIndex]; // 프로필 이미지 (Sprite 할당)
|
||||
profileImage.sprite = profileSprites[item.imageIndex]; // 프로필 이미지 (Sprite 할당)
|
||||
}
|
||||
}
|
||||
}
|
@ -2,9 +2,10 @@ using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
[Serializable]
|
||||
public class ScoreListWrapper
|
||||
{
|
||||
public List<ScoreInfo> scoreInfos; // 여러 개의 ScoreInfo를 담을 리스트
|
||||
public List<ScoreInfo> leaderboardDatas; // 여러 개의 ScoreInfo를 담을 리스트
|
||||
}
|
@ -29,7 +29,7 @@ public struct ScoreInfo
|
||||
public int win;
|
||||
public int lose;
|
||||
public int totalGames;
|
||||
public int profileImageIndex;
|
||||
public int imageIndex;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
@ -43,7 +43,12 @@ public class SigninPanelController : MonoBehaviour
|
||||
[SerializeField] private TMP_InputField emailInputField;
|
||||
[SerializeField] private TMP_InputField passwordInputField;
|
||||
|
||||
[SerializeField] private MainPanelManager mainPanel;
|
||||
private MainPanelManager mainPanel;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (mainPanel == null) mainPanel = FindObjectOfType<MainPanelManager>();
|
||||
}
|
||||
|
||||
public void OnClickSigninButton()
|
||||
{
|
||||
@ -60,13 +65,13 @@ public class SigninPanelController : MonoBehaviour
|
||||
|
||||
NetworkManager.Instance.Signin(signinData, (signinResult) =>
|
||||
{
|
||||
Destroy(gameObject);
|
||||
|
||||
// 유저 정보 저장
|
||||
UserManager.Instance.SetUserInfo(signinResult);
|
||||
|
||||
// 메인 패널 정보 갱신
|
||||
mainPanel.UpdateMainPanelUI(GameManager.Instance.panelManager.OpenMainPanel);
|
||||
|
||||
Destroy(gameObject);
|
||||
}, result =>
|
||||
{
|
||||
if (result == 0)
|
||||
|
@ -58,6 +58,17 @@ public class PurchaseData
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 코인 차감 응답 데이터 클래스
|
||||
/// </summary>
|
||||
public class DeductCoinsResult
|
||||
{
|
||||
public string result;
|
||||
public string message;
|
||||
public int deducted;
|
||||
public int remainingCoins;
|
||||
}
|
||||
|
||||
|
||||
|
||||
public class UserManager : Singleton<UserManager>
|
||||
|
@ -1,9 +1,20 @@
|
||||
public class ForbiddenDetectorBase
|
||||
{
|
||||
/// <summary>
|
||||
/// 흑색 돌
|
||||
/// </summary>
|
||||
private protected Enums.PlayerType Black = Enums.PlayerType.PlayerA;
|
||||
/// <summary>
|
||||
/// 빈칸
|
||||
/// </summary>
|
||||
private protected Enums.PlayerType Space = Enums.PlayerType.None;
|
||||
|
||||
// 8방향을 나타내는 델타 배열 (가로, 세로, 대각선 방향)
|
||||
/// <summary>
|
||||
/// 흰색 돌, 렌주룰 내에선 벽으로도 활용
|
||||
/// </summary>
|
||||
private protected Enums.PlayerType White = Enums.PlayerType.PlayerB;
|
||||
/// <summary>
|
||||
/// 8방향을 나타내는 델타 배열 (가로, 세로, 대각선 방향)
|
||||
/// </summary>
|
||||
private protected readonly int[,] Directions = new int[8, 2]
|
||||
{
|
||||
{ 1, 0 }, // 오른쪽
|
||||
@ -16,11 +27,13 @@
|
||||
{ 1, -1 } // 오른쪽 위
|
||||
};
|
||||
|
||||
// 방향 쌍을 정의 (반대 방향끼리 쌍을 이룸)
|
||||
// 0-4: 가로 방향 쌍 (동-서)
|
||||
// 1-5: 대각선 방향 쌍 (남동-북서)
|
||||
// 2-6: 세로 방향 쌍 (남-북)
|
||||
// 3-7: 대각선 방향 쌍 (남서-북동)
|
||||
/// <summary>
|
||||
/// 방향 쌍을 정의 (반대 방향끼리 쌍을 이룸)
|
||||
/// 0-4: 가로 방향 쌍 (동-서)
|
||||
/// 1-5: 대각선 방향 쌍 (남동-북서)
|
||||
/// 2-6: 세로 방향 쌍 (남-북)
|
||||
/// 3-7: 대각선 방향 쌍 (남서-북동)
|
||||
/// </summary>
|
||||
private protected readonly int[,] DirectionPairs = { { 0, 4 }, { 1, 5 }, { 2, 6 }, { 3, 7 } };
|
||||
|
||||
// 15*15 보드 사이즈
|
||||
|
@ -30,12 +30,9 @@ public class RenjuDoubleFourDetector: ForbiddenDetectorBase
|
||||
/// </summary>
|
||||
private bool CheckDoubleFour(Enums.PlayerType[,] board, int row, int col)
|
||||
{
|
||||
// 각각 두개의 라인에서 쌍사를 형성하는 경우
|
||||
if (FindDoubleLineFour(board, row, col)) return true;
|
||||
|
||||
// true : 일직선으로 쌍사가 만들어지는 특수 패턴
|
||||
// false : 모든 경우에도 쌍사가 만들어지지 않음
|
||||
return FindSingleLineDoubleFour(board, row, col);
|
||||
return FindDoubleLineFour(board, row, col) || // 각각 두개의 라인에서 쌍사를 형성하는 경우
|
||||
FindSingleLineDoubleFour(board, row, col); // 일직선으로 쌍사가 만들어지는 특수 패턴
|
||||
}
|
||||
|
||||
private bool FindDoubleLineFour(Enums.PlayerType[,] board, int row, int col)
|
||||
@ -136,7 +133,7 @@ public class RenjuDoubleFourDetector: ForbiddenDetectorBase
|
||||
}
|
||||
else
|
||||
{
|
||||
linePattern[centerIndex + i] = Space; // 범위 밖은 빈칸으로 처리
|
||||
linePattern[centerIndex + i] = White; // 범위 밖은 백돌로 처리
|
||||
}
|
||||
}
|
||||
|
||||
@ -152,7 +149,7 @@ public class RenjuDoubleFourDetector: ForbiddenDetectorBase
|
||||
}
|
||||
else
|
||||
{
|
||||
linePattern[centerIndex - i] = Space; // 범위 밖은 빈칸으로 처리
|
||||
linePattern[centerIndex - i] = White; // 범위 밖은 백돌로 처리
|
||||
}
|
||||
}
|
||||
|
||||
@ -181,7 +178,7 @@ public class RenjuDoubleFourDetector: ForbiddenDetectorBase
|
||||
}
|
||||
}
|
||||
|
||||
// 정확히 4개의 돌이 있고, 1개의 빈칸이 있으면 4로 판정
|
||||
// 4개의 돌이 있고, 1개의 빈칸이 있으면 4로 판정
|
||||
// (현재 위치는 흑으로 이미 설정되어 있음)
|
||||
if (stoneCount == 4)
|
||||
{
|
||||
|
@ -1,3 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0daf1f2b8cbe4b19adc0e42db7a15991
|
||||
timeCreated: 1742270734
|
||||
fileFormatVersion: 2
|
||||
guid: f997e95272e950240a6e9e2f8a99fdfa
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
@ -1,8 +1,25 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class RenjuDoubleThreeDetector: ForbiddenDetectorBase
|
||||
/// <summary>
|
||||
/// 렌주 쌍삼(3-3) 금수 판정을 위한 개선된 클래스
|
||||
/// 렌주 국제 규칙 9.3에 따라 쌍삼의 예외 상황까지 정확히 판별
|
||||
/// </summary>
|
||||
public class RenjuDoubleThreeDetector : ForbiddenDetectorBase
|
||||
{
|
||||
// 열린 3 패턴 정보를 저장하는 구조체
|
||||
private struct OpenThreeInfo
|
||||
{
|
||||
public int direction; // 방향 인덱스
|
||||
public List<Vector2Int> emptyPositions; // 빈 좌표들 (4를 만들 수 있는 위치)
|
||||
|
||||
public OpenThreeInfo(int dir)
|
||||
{
|
||||
direction = dir;
|
||||
emptyPositions = new List<Vector2Int>();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 쌍삼(3-3) 여부를 검사합니다.
|
||||
/// </summary>
|
||||
@ -15,12 +32,635 @@ public class RenjuDoubleThreeDetector: ForbiddenDetectorBase
|
||||
// 임시로 돌 배치
|
||||
board[row, col] = Black;
|
||||
|
||||
// 쌍삼 검사
|
||||
// bool isThreeThree = CheckThreeThree(board, row, col);
|
||||
// 쌍삼 기본 검사 (열린 3이 2개 이상인지)
|
||||
List<OpenThreeInfo> openThrees = FindAllOpenThrees(board, row, col);
|
||||
|
||||
// 원래 상태로 되돌림
|
||||
board[row, col] = Space;
|
||||
|
||||
// 열린 3이 2개 미만이면 쌍삼이 아님
|
||||
if (openThrees.Count < 2)
|
||||
return false;
|
||||
|
||||
// 렌주 규칙 9.3에 따른 예외 케이스 확인
|
||||
return !CheckDoubleThreeExceptions(board, row, col, openThrees);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 모든 방향에서 열린 3을 찾아 반환합니다.
|
||||
/// </summary>
|
||||
private List<OpenThreeInfo> FindAllOpenThrees(Enums.PlayerType[,] board, int row, int col)
|
||||
{
|
||||
List<OpenThreeInfo> openThrees = new List<OpenThreeInfo>();
|
||||
|
||||
// 4개의 방향 쌍에 대해 검사 (대각선 및 직선 포함)
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
int dir1 = DirectionPairs[i, 0];
|
||||
int dir2 = DirectionPairs[i, 1];
|
||||
|
||||
// 열린 3 정보 획득
|
||||
OpenThreeInfo threeInfo = new OpenThreeInfo(i);
|
||||
if (FindOpenThreeInDirection(board, row, col, dir1, dir2, ref threeInfo))
|
||||
{
|
||||
openThrees.Add(threeInfo);
|
||||
}
|
||||
}
|
||||
|
||||
return openThrees;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 특정 방향에서 열린 3을 찾고 관련 정보를 채웁니다.
|
||||
/// </summary>
|
||||
private bool FindOpenThreeInDirection(Enums.PlayerType[,] board, int row, int col, int dir1, int dir2, ref OpenThreeInfo threeInfo)
|
||||
{
|
||||
// 라인 패턴 추출
|
||||
Enums.PlayerType[] linePattern = ExtractLinePattern(board, row, col, dir1, dir2);
|
||||
int centerIndex = 5; // 중앙 인덱스 (현재 위치)
|
||||
|
||||
// 연속된 열린 3 또는 한 칸 떨어진 열린 3 확인
|
||||
if (FindConsecutiveOpenThree(linePattern, centerIndex, ref threeInfo, row, col, dir1, dir2) ||
|
||||
FindGappedOpenThree(linePattern, centerIndex, ref threeInfo, row, col, dir1, dir2))
|
||||
{
|
||||
// 열린 3이 발견됨
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 라인 패턴을 추출합니다.
|
||||
/// </summary>
|
||||
private Enums.PlayerType[] ExtractLinePattern(Enums.PlayerType[,] board, int row, int col, int dir1, int dir2)
|
||||
{
|
||||
Enums.PlayerType[] linePattern = new Enums.PlayerType[11];
|
||||
int centerIndex = 5; // 중앙 인덱스 (현재 위치)
|
||||
|
||||
// 현재 위치 설정
|
||||
linePattern[centerIndex] = Black;
|
||||
|
||||
// dir1 방향으로 패턴 채우기
|
||||
for (int i = 1; i <= 5; i++)
|
||||
{
|
||||
int newRow = row + Directions[dir1, 0] * i;
|
||||
int newCol = col + Directions[dir1, 1] * i;
|
||||
|
||||
if (IsInBounds(newRow, newCol))
|
||||
{
|
||||
linePattern[centerIndex + i] = board[newRow, newCol];
|
||||
}
|
||||
else
|
||||
{
|
||||
linePattern[centerIndex + i] = White; // 범위 밖은 벽으로 처리하여 일관성 유지
|
||||
}
|
||||
}
|
||||
|
||||
// dir2 방향으로 패턴 채우기
|
||||
for (int i = 1; i <= 5; i++)
|
||||
{
|
||||
int newRow = row + Directions[dir2, 0] * i;
|
||||
int newCol = col + Directions[dir2, 1] * i;
|
||||
|
||||
if (IsInBounds(newRow, newCol))
|
||||
{
|
||||
linePattern[centerIndex - i] = board[newRow, newCol];
|
||||
}
|
||||
else
|
||||
{
|
||||
linePattern[centerIndex - i] = White; // 범위 밖은 벽으로 처리하여 일관성 유지
|
||||
}
|
||||
}
|
||||
|
||||
return linePattern;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 연속된 열린 3 패턴을 찾고 관련 정보를 채웁니다.
|
||||
/// </summary>
|
||||
private bool FindConsecutiveOpenThree(Enums.PlayerType[] linePattern, int centerIndex, ref OpenThreeInfo threeInfo, int row, int col, int dir1, int dir2)
|
||||
{
|
||||
// 연속된 3개의 돌 패턴 (●●●)
|
||||
for (int start = centerIndex - 2; start <= centerIndex; start++)
|
||||
{
|
||||
// 범위 체크
|
||||
if (start < 0 || start + 2 >= linePattern.Length)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// 3개의 연속된 돌 확인
|
||||
bool isConsecutiveThree = true;
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
if (linePattern[start + i] != Black)
|
||||
{
|
||||
isConsecutiveThree = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (isConsecutiveThree)
|
||||
{
|
||||
// 양쪽이 모두 열려있는지 확인
|
||||
bool isLeftOpen = (start - 1 >= 0) && (linePattern[start - 1] == Space);
|
||||
bool isRightOpen = (start + 3 < linePattern.Length) && (linePattern[start + 3] == Space);
|
||||
|
||||
// 양쪽이 모두 열려있으면 열린 3
|
||||
if (isLeftOpen && isRightOpen)
|
||||
{
|
||||
// 추가 검증: 더 확장해서 열려있는지 확인
|
||||
bool isExtendedLeftOpen = IsExtendedOpen(linePattern, start - 1, -1);
|
||||
bool isExtendedRightOpen = IsExtendedOpen(linePattern, start + 3, 1);
|
||||
|
||||
if (isExtendedLeftOpen && isExtendedRightOpen)
|
||||
{
|
||||
// 4를 만들 수 있는 위치 저장
|
||||
if (isLeftOpen)
|
||||
{
|
||||
int leftRow = row + Directions[dir2, 0] * (centerIndex - (start - 1));
|
||||
int leftCol = col + Directions[dir2, 1] * (centerIndex - (start - 1));
|
||||
if (IsInBounds(leftRow, leftCol))
|
||||
{
|
||||
threeInfo.emptyPositions.Add(new Vector2Int(leftCol, leftRow));
|
||||
}
|
||||
}
|
||||
|
||||
if (isRightOpen)
|
||||
{
|
||||
int rightRow = row + Directions[dir1, 0] * ((start + 3) - centerIndex);
|
||||
int rightCol = col + Directions[dir1, 1] * ((start + 3) - centerIndex);
|
||||
if (IsInBounds(rightRow, rightCol))
|
||||
{
|
||||
threeInfo.emptyPositions.Add(new Vector2Int(rightCol, rightRow));
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 한 칸 떨어진 열린 3 패턴을 찾고 관련 정보를 채웁니다.
|
||||
/// </summary>
|
||||
private bool FindGappedOpenThree(Enums.PlayerType[] linePattern, int centerIndex, ref OpenThreeInfo threeInfo, int row, int col, int dir1, int dir2)
|
||||
{
|
||||
// 한 칸 떨어진 패턴 확인 (●●○● 또는 ●○●●)
|
||||
for (int start = Mathf.Max(0, centerIndex - 3); start <= Mathf.Min(linePattern.Length - 4, centerIndex); start++)
|
||||
{
|
||||
// 패턴 내에 돌과 빈칸 개수 확인
|
||||
int stoneCount = 0;
|
||||
int gapCount = 0;
|
||||
int gapPosition = -1;
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
if (linePattern[start + i] == Black)
|
||||
{
|
||||
stoneCount++;
|
||||
}
|
||||
else if (linePattern[start + i] == Space)
|
||||
{
|
||||
gapCount++;
|
||||
gapPosition = start + i;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 상대 돌이나 벽이 있으면 패턴이 깨짐
|
||||
stoneCount = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// 3개의 돌과 1개의 빈칸으로 구성된 패턴
|
||||
if (stoneCount == 3 && gapCount == 1)
|
||||
{
|
||||
// 양쪽이 모두 열려있는지 확인
|
||||
bool isLeftOpen = (start - 1 >= 0) && (linePattern[start - 1] == Space);
|
||||
bool isRightOpen = (start + 4 < linePattern.Length) && (linePattern[start + 4] == Space);
|
||||
|
||||
// 한쪽이라도 열려있으면 잠재적 열린 3
|
||||
if (isLeftOpen || isRightOpen)
|
||||
{
|
||||
// 빈칸에 돌을 놓았을 때 열린 4가 되는지 확인
|
||||
if (CheckIfCreatesOpenFour(linePattern, gapPosition))
|
||||
{
|
||||
// 4를 만들 수 있는 위치 저장 (빈칸 위치)
|
||||
int gapRow = row;
|
||||
int gapCol = col;
|
||||
|
||||
// 빈칸의 보드 좌표 계산
|
||||
int offset = gapPosition - centerIndex;
|
||||
if (offset > 0)
|
||||
{
|
||||
gapRow += Directions[dir1, 0] * offset;
|
||||
gapCol += Directions[dir1, 1] * offset;
|
||||
}
|
||||
else if (offset < 0)
|
||||
{
|
||||
gapRow += Directions[dir2, 0] * (-offset);
|
||||
gapCol += Directions[dir2, 1] * (-offset);
|
||||
}
|
||||
|
||||
if (IsInBounds(gapRow, gapCol))
|
||||
{
|
||||
threeInfo.emptyPositions.Add(new Vector2Int(gapCol, gapRow));
|
||||
}
|
||||
|
||||
// 장목이 되는지 확인 (장목이 되면 열린 3이 아님)
|
||||
if (CheckIfCreatesOverline(linePattern, gapPosition))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 특정 방향으로 추가로 열려있는지 확인합니다.
|
||||
/// </summary>
|
||||
private bool IsExtendedOpen(Enums.PlayerType[] linePattern, int startPos, int direction)
|
||||
{
|
||||
// 한 칸 더 확장해서 확인
|
||||
int nextPos = startPos + direction;
|
||||
if (nextPos >= 0 && nextPos < linePattern.Length)
|
||||
{
|
||||
// 다음 칸이 상대 돌이나 벽이면 확장 불가
|
||||
if (linePattern[nextPos] == White)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 범위를 벗어나면 확장 불가
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 빈칸에 돌을 놓았을 때 열린 4가 되는지 확인합니다.
|
||||
/// </summary>
|
||||
private bool CheckIfCreatesOpenFour(Enums.PlayerType[] linePattern, int position)
|
||||
{
|
||||
// 시뮬레이션: 빈칸에 돌을 놓아봄
|
||||
Enums.PlayerType[] testPattern = new Enums.PlayerType[linePattern.Length];
|
||||
System.Array.Copy(linePattern, testPattern, linePattern.Length);
|
||||
testPattern[position] = Black;
|
||||
|
||||
// 놓은 위치를 포함해 연속된 4가 있는지 확인
|
||||
for (int start = Mathf.Max(0, position - 3); start <= position; start++)
|
||||
{
|
||||
// 범위 체크
|
||||
if (start + 3 >= testPattern.Length)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// 4개의 연속된 돌 확인
|
||||
bool isConsecutiveFour = true;
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
if (testPattern[start + i] != Black)
|
||||
{
|
||||
isConsecutiveFour = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (isConsecutiveFour)
|
||||
{
|
||||
// 양쪽이 모두 열려있는지 확인 (열린 4)
|
||||
bool isLeftOpen = (start - 1 >= 0) && (testPattern[start - 1] == Space);
|
||||
bool isRightOpen = (start + 4 < testPattern.Length) && (testPattern[start + 4] == Space);
|
||||
|
||||
if (isLeftOpen || isRightOpen)
|
||||
{
|
||||
return true; // 열린 4나 반열린 4가 됨
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 빈칸에 돌을 놓았을 때 장목(6목 이상)이 되는지 확인합니다.
|
||||
/// </summary>
|
||||
private bool CheckIfCreatesOverline(Enums.PlayerType[] linePattern, int position)
|
||||
{
|
||||
// 시뮬레이션: 빈칸에 돌을 놓아봄
|
||||
Enums.PlayerType[] testPattern = new Enums.PlayerType[linePattern.Length];
|
||||
System.Array.Copy(linePattern, testPattern, linePattern.Length);
|
||||
testPattern[position] = Black;
|
||||
|
||||
// 놓은 위치 주변의 최대 연속 돌 수 계산
|
||||
int maxLength = 1; // 놓은 돌 포함
|
||||
|
||||
// 오른쪽 방향 연속 돌 세기
|
||||
for (int i = position + 1; i < testPattern.Length && testPattern[i] == Black; i++)
|
||||
{
|
||||
maxLength++;
|
||||
}
|
||||
|
||||
// 왼쪽 방향 연속 돌 세기
|
||||
for (int i = position - 1; i >= 0 && testPattern[i] == Black; i--)
|
||||
{
|
||||
maxLength++;
|
||||
}
|
||||
|
||||
// 6목 이상이면 장목
|
||||
return maxLength >= 6;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 렌주 규칙 9.3에 따른 쌍삼 예외 케이스를 확인합니다.
|
||||
/// </summary>
|
||||
private bool CheckDoubleThreeExceptions(Enums.PlayerType[,] board, int row, int col, List<OpenThreeInfo> openThrees)
|
||||
{
|
||||
// 예외 케이스 1: 하나의 삼만 열린 사가 될 수 있는 경우 (9.3 a항)
|
||||
bool canFormOpenFourWithoutDoubleFour = CheckExceptionCanFormOneFour(board, row, col, openThrees);
|
||||
|
||||
// 예외 케이스 2: 9.3 b항 (복잡한 연쇄 체크)
|
||||
bool isMeetExceptionB = CheckExceptionB(board, row, col, openThrees);
|
||||
|
||||
// 어느 하나라도 예외 조건을 만족하면 쌍삼이 아님
|
||||
return canFormOpenFourWithoutDoubleFour || isMeetExceptionB;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 예외 케이스 1: 하나의 삼만 열린 사가 될 수 있고 쌍사가 형성되지 않는 경우 (9.3 a항)
|
||||
/// </summary>
|
||||
private bool CheckExceptionCanFormOneFour(Enums.PlayerType[,] board, int row, int col, List<OpenThreeInfo> openThrees)
|
||||
{
|
||||
int canFormFourCount = 0;
|
||||
|
||||
// 각 열린 3에 대해, 4를 만들 수 있는지 확인
|
||||
foreach (var threeInfo in openThrees)
|
||||
{
|
||||
foreach (var emptyPos in threeInfo.emptyPositions)
|
||||
{
|
||||
// 빈 위치에 돌을 놓았을 때 열린 4가 되는지 확인
|
||||
board[emptyPos.y, emptyPos.x] = Black;
|
||||
|
||||
// 쌍사가 형성되는지 확인
|
||||
bool formsDoubleFour = CheckDoubleFour(board, emptyPos.y, emptyPos.x);
|
||||
|
||||
// 원래 상태로 복원
|
||||
board[emptyPos.y, emptyPos.x] = Space;
|
||||
|
||||
// 쌍사 없이 4를 만들 수 있으면 카운트 증가
|
||||
if (!formsDoubleFour)
|
||||
{
|
||||
canFormFourCount++;
|
||||
// 디버깅
|
||||
// Debug.Log($"Can form four at ({emptyPos.x}, {emptyPos.y}) without double four");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 하나의 삼만 쌍사 없이 4로 만들 수 있는 경우
|
||||
return canFormFourCount == 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 예외 케이스 2: 9.3 b항의 복잡한 연쇄 체크
|
||||
/// </summary>
|
||||
private bool CheckExceptionB(Enums.PlayerType[,] board, int row, int col, List<OpenThreeInfo> openThrees)
|
||||
{
|
||||
// 이 부분은 매우 복잡한 렌주 규칙 9.3 b항을 구현해야 합니다.
|
||||
// 기본적인 구현만 제공하며, 필요에 따라 확장 가능합니다.
|
||||
|
||||
// 각 열린 3에 대해, 4를 만들 때 다른 쌍삼이 형성되는지 확인
|
||||
foreach (var threeInfo in openThrees)
|
||||
{
|
||||
bool canFormFourWithoutChainDoubleThree = false;
|
||||
|
||||
foreach (var emptyPos in threeInfo.emptyPositions)
|
||||
{
|
||||
// 빈 위치에 돌을 놓았을 때
|
||||
board[emptyPos.y, emptyPos.x] = Black;
|
||||
|
||||
// 다른 쌍삼이 형성되는지 확인 (연쇄 체크)
|
||||
bool formsOtherDoubleThree = false;
|
||||
|
||||
// 다른 모든 빈 위치에 대해 쌍삼 체크
|
||||
for (int r = 0; r < BoardSize; r++)
|
||||
{
|
||||
for (int c = 0; c < BoardSize; c++)
|
||||
{
|
||||
if (board[r, c] == Space)
|
||||
{
|
||||
// 임시로 돌 배치하여 쌍삼 체크
|
||||
board[r, c] = Black;
|
||||
bool isDoubleThree = CheckSimpleDoubleThree(board, r, c);
|
||||
board[r, c] = Space;
|
||||
|
||||
if (isDoubleThree)
|
||||
{
|
||||
formsOtherDoubleThree = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (formsOtherDoubleThree) break;
|
||||
}
|
||||
|
||||
// 원래 상태로 복원
|
||||
board[emptyPos.y, emptyPos.x] = Space;
|
||||
|
||||
// 연쇄 쌍삼이 형성되지 않으면 예외 조건 만족
|
||||
if (!formsOtherDoubleThree)
|
||||
{
|
||||
canFormFourWithoutChainDoubleThree = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// 하나의 삼이라도 연쇄 쌍삼 없이 4를 만들 수 있으면 예외 조건 만족
|
||||
if (canFormFourWithoutChainDoubleThree)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 단순 쌍삼 체크 (연쇄 검사용, 재귀 호출 방지)
|
||||
/// </summary>
|
||||
private bool CheckSimpleDoubleThree(Enums.PlayerType[,] board, int row, int col)
|
||||
{
|
||||
int openThreeCount = 0;
|
||||
|
||||
// 4개의 방향 쌍에 대해 검사
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
int dir1 = DirectionPairs[i, 0];
|
||||
int dir2 = DirectionPairs[i, 1];
|
||||
|
||||
// 간단한 열린 3 체크
|
||||
if (CheckSimpleOpenThree(board, row, col, dir1, dir2))
|
||||
{
|
||||
openThreeCount++;
|
||||
if (openThreeCount >= 2)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 단순 열린 3 체크 (연쇄 검사용)
|
||||
/// </summary>
|
||||
private bool CheckSimpleOpenThree(Enums.PlayerType[,] board, int row, int col, int dir1, int dir2)
|
||||
{
|
||||
Enums.PlayerType[] linePattern = ExtractLinePattern(board, row, col, dir1, dir2);
|
||||
int centerIndex = 5;
|
||||
|
||||
// 연속된 열린 3 패턴 체크
|
||||
for (int start = centerIndex - 2; start <= centerIndex; start++)
|
||||
{
|
||||
if (start < 0 || start + 2 >= linePattern.Length)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
bool isConsecutiveThree = true;
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
if (linePattern[start + i] != Black)
|
||||
{
|
||||
isConsecutiveThree = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (isConsecutiveThree)
|
||||
{
|
||||
bool isLeftOpen = (start - 1 >= 0) && (linePattern[start - 1] == Space);
|
||||
bool isRightOpen = (start + 3 < linePattern.Length) && (linePattern[start + 3] == Space);
|
||||
|
||||
if (isLeftOpen && isRightOpen)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 한 칸 떨어진 열린 3 패턴 체크 (간단 구현)
|
||||
for (int start = centerIndex - 3; start <= centerIndex; start++)
|
||||
{
|
||||
if (start < 0 || start + 3 >= linePattern.Length)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
int stoneCount = 0;
|
||||
int gapCount = 0;
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
if (linePattern[start + i] == Black)
|
||||
{
|
||||
stoneCount++;
|
||||
}
|
||||
else if (linePattern[start + i] == Space)
|
||||
{
|
||||
gapCount++;
|
||||
}
|
||||
else
|
||||
{
|
||||
stoneCount = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (stoneCount == 3 && gapCount == 1)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 쌍사 여부를 확인합니다 (예외 처리용)
|
||||
/// </summary>
|
||||
private bool CheckDoubleFour(Enums.PlayerType[,] board, int row, int col)
|
||||
{
|
||||
int fourCount = 0;
|
||||
|
||||
// 4개의 방향 쌍에 대해 검사
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
int dir1 = DirectionPairs[i, 0];
|
||||
int dir2 = DirectionPairs[i, 1];
|
||||
|
||||
if (CheckFourInDirection(board, row, col, dir1, dir2))
|
||||
{
|
||||
fourCount++;
|
||||
if (fourCount >= 2)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 특정 방향에서 4가 형성되는지 확인합니다.
|
||||
/// </summary>
|
||||
private bool CheckFourInDirection(Enums.PlayerType[,] board, int row, int col, int dir1, int dir2)
|
||||
{
|
||||
Enums.PlayerType[] linePattern = ExtractLinePattern(board, row, col, dir1, dir2);
|
||||
int centerIndex = 5;
|
||||
|
||||
// 윈도우 슬라이딩으로 연속된 4를 검사
|
||||
for (int start = 0; start <= 7; start++)
|
||||
{
|
||||
// 현재 위치가 이 윈도우에 포함되는지 확인
|
||||
bool currentPositionInWindow = (start <= centerIndex && centerIndex < start + 4);
|
||||
if (!currentPositionInWindow) continue;
|
||||
|
||||
// 윈도우 내의 돌 개수 세기
|
||||
int stoneCount = 0;
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
if (linePattern[start + i] == Black)
|
||||
{
|
||||
stoneCount++;
|
||||
}
|
||||
}
|
||||
|
||||
// 4개의 돌이 있으면 4로 판정
|
||||
if (stoneCount == 4)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
@ -1,11 +1,14 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
public class RenjuForbiddenMoveDetector
|
||||
public class RenjuForbiddenMoveDetector : ForbiddenDetectorBase
|
||||
{
|
||||
// 렌주 룰 금수 감지기 생성
|
||||
private RenjuRuleChecker _ruleChecker = new RenjuRuleChecker();
|
||||
private RenjuOverlineDetector _overlineDetactor = new();
|
||||
private RenjuDoubleFourDetector _doubleFourDetactor = new();
|
||||
private RenjuDoubleThreeDetector _doubleThreeDetector = new();
|
||||
|
||||
/// <summary>
|
||||
/// 렌주 룰로 금수 리스트를 반환하는 함수
|
||||
@ -14,6 +17,116 @@ public class RenjuForbiddenMoveDetector
|
||||
/// <returns>금수 좌표를 담은 리스트</returns>
|
||||
public List<Vector2Int> RenjuForbiddenMove(Enums.PlayerType[,] board)
|
||||
{
|
||||
return _ruleChecker.GetForbiddenMoves(board);
|
||||
var forbiddenCount = 0;
|
||||
List<Vector2Int> forbiddenMoves = new();
|
||||
List<Vector2Int> tempForbiddenMoves = new();
|
||||
for (int row = 0; row < BoardSize; row++)
|
||||
{
|
||||
for (int col = 0; col < BoardSize; col++)
|
||||
{
|
||||
// ** 비어 있지 않으면 검사할 필요 없음 **
|
||||
if (!IsEmptyPosition(board, row, col)) continue;
|
||||
|
||||
// 장목 검사
|
||||
if (_overlineDetactor.IsOverline(board, row, col))
|
||||
{
|
||||
forbiddenCount++;
|
||||
Debug.Log("장목 금수 좌표 X축 : " + row + ", Y축 : " + col);
|
||||
forbiddenMoves.Add(new Vector2Int(row, col));
|
||||
continue;
|
||||
}
|
||||
|
||||
// 4-4 검사
|
||||
if (_doubleFourDetactor.IsDoubleFour(board, row, col))
|
||||
{
|
||||
forbiddenCount++;
|
||||
Debug.Log("사사 금수 좌표 X축 : " + row + ", Y축 : " + col);
|
||||
forbiddenMoves.Add(new Vector2Int(row, col));
|
||||
continue;
|
||||
}
|
||||
|
||||
if(forbiddenCount > 0) continue;
|
||||
|
||||
// 3-3 검사
|
||||
if (_doubleThreeDetector.IsDoubleThree(board, row, col))
|
||||
{
|
||||
tempForbiddenMoves.Add(new Vector2Int(row, col));
|
||||
// if (!SimulateDoubleFour(tempBoard))
|
||||
// {
|
||||
// Debug.Log("삼삼 금수 좌표 X축 : " + row + ", Y축 : " + col);
|
||||
// forbiddenMoves.Add(new Vector2Int(row, col));
|
||||
// }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var pos in tempForbiddenMoves)
|
||||
{
|
||||
board[pos.x, pos.y] = Black;
|
||||
if (!SimulateDoubleFour(board)&& !SimulateOverline(board))
|
||||
{
|
||||
Debug.Log("X: "+pos.x + "Y: "+ pos.y);
|
||||
forbiddenMoves.Add(new Vector2Int(pos.x, pos.y));
|
||||
}
|
||||
}
|
||||
return forbiddenMoves;
|
||||
}
|
||||
|
||||
|
||||
|
||||
private bool SimulateDoubleFour(Enums.PlayerType[,] board)
|
||||
{
|
||||
for (int row = 0; row < BoardSize; row++)
|
||||
{
|
||||
for (int col = 0; col < BoardSize; col++)
|
||||
{
|
||||
if (_doubleFourDetactor.IsDoubleFour(board, row, col))
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool SimulateOverline(Enums.PlayerType[,] board)
|
||||
{
|
||||
for (int row = 0; row < BoardSize; row++)
|
||||
{
|
||||
for (int col = 0; col < BoardSize; col++)
|
||||
{
|
||||
if (_overlineDetactor.IsOverline(board, row, col))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 보드 상태를 시각적으로 출력하는 디버깅 함수
|
||||
/// </summary>
|
||||
/// <param name="board">현재 보드 상태</param>
|
||||
/// <returns>보드의 시각적 표현 문자열</returns>
|
||||
private string DebugBoard(Enums.PlayerType[,] board)
|
||||
{
|
||||
StringBuilder sb = new StringBuilder();
|
||||
|
||||
for (int row = 0; row < BoardSize; row++)
|
||||
{
|
||||
for (int col = 0; col < BoardSize; col++)
|
||||
{
|
||||
sb.Append(board[row, col] switch
|
||||
{
|
||||
Enums.PlayerType.None => "□",
|
||||
Enums.PlayerType.PlayerA => "●",
|
||||
Enums.PlayerType.PlayerB => "○",
|
||||
_ => "?"
|
||||
});
|
||||
}
|
||||
sb.AppendLine(); // 줄바꿈 추가
|
||||
}
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,3 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8618553c3e244abdb040fb7378dd4b65
|
||||
timeCreated: 1741939566
|
||||
fileFormatVersion: 2
|
||||
guid: 4440d621b56f2ce459d819497911892b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
@ -1,51 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 렌주 규칙의 모든 금수 규칙(3-3, 4-4, 장목)을 검사하는 통합 클래스
|
||||
/// </summary>
|
||||
public class RenjuRuleChecker: ForbiddenDetectorBase
|
||||
{
|
||||
private RenjuOverlineDetector _overlineDetactor = new();
|
||||
private RenjuDoubleFourDetector _doubleFourDetactor = new();
|
||||
private RenjuDoubleThreeDetector _doubleThreeDetector = new();
|
||||
|
||||
public List<Vector2Int> GetForbiddenMoves(Enums.PlayerType[,] board)
|
||||
{
|
||||
List<Vector2Int> forbiddenMoves = new();
|
||||
for (int row = 0; row < BoardSize; row++)
|
||||
{
|
||||
for (int col = 0; col < BoardSize; col++)
|
||||
{
|
||||
// ** 비어 있지 않으면 검사할 필요 없음 **
|
||||
if (!IsEmptyPosition(board, row, col)) continue;
|
||||
|
||||
// 장목 검사
|
||||
if (_overlineDetactor.IsOverline(board, row, col))
|
||||
{
|
||||
Debug.Log("장목 금수 좌표 X축 : " + row + ", Y축 : " + col);
|
||||
forbiddenMoves.Add(new Vector2Int(row, col));
|
||||
continue;
|
||||
}
|
||||
|
||||
// 4-4 검사
|
||||
if (_doubleFourDetactor.IsDoubleFour(board, row, col))
|
||||
{
|
||||
Debug.Log("사사 금수 좌표 X축 : " + row + ", Y축 : " + col);
|
||||
forbiddenMoves.Add(new Vector2Int(row, col));
|
||||
continue;
|
||||
}
|
||||
|
||||
// 3-3 검사
|
||||
if (_doubleThreeDetector.IsDoubleThree(board, row, col))
|
||||
{
|
||||
Debug.Log("삼삼 금수 좌표 X축 : " + row + ", Y축 : " + col);
|
||||
forbiddenMoves.Add(new Vector2Int(row, col));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return forbiddenMoves;
|
||||
}
|
||||
}
|
||||
|
@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 083e8b9070ed407b8744d4cacd0d53dc
|
||||
timeCreated: 1742256498
|
@ -10,7 +10,7 @@ public class ReplayCell : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Image winImage;
|
||||
[SerializeField] private Image loseImage;
|
||||
//TODO: TextMeshProUGI 수정하기
|
||||
[SerializeField] private Image drawImage;
|
||||
[SerializeField] private TMP_Text playerNicknameText;
|
||||
[SerializeField] private TMP_Text recordDateText;
|
||||
|
||||
@ -19,7 +19,7 @@ public class ReplayCell : MonoBehaviour
|
||||
private string _opponentNickname;
|
||||
|
||||
|
||||
//유저가 이겼을 경우 '승'(파랑)이미지 졌을 경우'패'(빨강)이미지
|
||||
//TODO:승, 패 외에 무승부 반영하기. bool => int
|
||||
public void SetWinImage(bool isWin)
|
||||
{
|
||||
if (isWin == true)
|
||||
@ -33,6 +33,28 @@ public class ReplayCell : MonoBehaviour
|
||||
winImage.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
//TODO: 무승부 이미지 제작해서 에디터에 추가해주세요
|
||||
public void SetWinImage(Enums.GameResult gameResult)
|
||||
{
|
||||
switch(gameResult)
|
||||
{
|
||||
case Enums.GameResult.Win:
|
||||
winImage.gameObject.SetActive(true);
|
||||
loseImage.gameObject.SetActive(false);
|
||||
drawImage.gameObject.SetActive(false);
|
||||
break;
|
||||
case Enums.GameResult.Lose:
|
||||
winImage.gameObject.SetActive(false);
|
||||
loseImage.gameObject.SetActive(true);
|
||||
drawImage.gameObject.SetActive(false);
|
||||
break;
|
||||
case Enums.GameResult.Draw:
|
||||
winImage.gameObject.SetActive(false);
|
||||
loseImage.gameObject.SetActive(false);
|
||||
drawImage.gameObject.SetActive(true);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetMyPlayerType(Enums.PlayerType myPlayerType)
|
||||
{
|
||||
@ -80,14 +102,11 @@ public class ReplayCell : MonoBehaviour
|
||||
_storedReplayRecord = record;
|
||||
}
|
||||
|
||||
|
||||
//TODO: storedReplayRecord를 가지고 게임 씬으로 전환
|
||||
public void OnClickReplayButton()
|
||||
{
|
||||
//TODO: 확인 패널 띄우고 밑의 내용 콜백 함수로 옮기기
|
||||
// GameManager.Instance.OpenConfirmPanel($"{_opponentNickname}님 과의 대결을 다시 보시겠습니까?", () => { });
|
||||
GameManager.Instance.panelManager.OpenConfirmPanel($"{_opponentNickname}님 과의 대결을 다시 보시겠습니까?",
|
||||
() => {
|
||||
ReplayManager.Instance.SetReplayData(_storedReplayRecord);
|
||||
SceneManager.LoadScene("Replay");
|
||||
SceneManager.LoadScene("Replay"); });
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -9,18 +9,16 @@ public class ReplayController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private TMP_Text playerANicknameText;
|
||||
[SerializeField] private TMP_Text playerBNicknameText;
|
||||
[SerializeField] private Image playerAImage;
|
||||
[SerializeField] private Image playerBImage;
|
||||
[SerializeField] private GameObject[] userAProfileImages;
|
||||
[SerializeField] private GameObject[] userBProfileImages;
|
||||
void Start()
|
||||
{
|
||||
InitReplayUI();
|
||||
//TODO: 프로필 이미지 불러오기
|
||||
}
|
||||
|
||||
public void OnclickExitButton()
|
||||
{
|
||||
//TODO: 메인씬으로 다시 넘어갈 때 호출해야하는 함수 등등이 있을지....
|
||||
SceneManager.LoadScene("Main-Jay");
|
||||
SceneManager.LoadScene("Main");
|
||||
}
|
||||
|
||||
public void OnclickFirstButton()
|
||||
@ -53,8 +51,30 @@ public class ReplayController : MonoBehaviour
|
||||
|
||||
public void InitReplayUI()
|
||||
{
|
||||
//유저 닉네임 설정
|
||||
//TODO: 유니티 에디터에서 폰트 설정바꾸기
|
||||
playerANicknameText.text = ReplayManager.Instance.GetPlayerANickname();
|
||||
playerBNicknameText.text = ReplayManager.Instance.GetPlayerBNickname();
|
||||
|
||||
//프로필 이미지 설정
|
||||
int playerAProgileIndex = ReplayManager.Instance.GetPlayerAProfileIndex();
|
||||
int playerBProgileIndex = ReplayManager.Instance.GetPlayerBProfileIndex();
|
||||
SetUserProfileImages(playerAProgileIndex, userAProfileImages);
|
||||
SetUserProfileImages(playerBProgileIndex, userBProfileImages);
|
||||
}
|
||||
|
||||
private void SetUserProfileImages(int imageIndex,GameObject[] profileImages)
|
||||
{
|
||||
if (imageIndex < 0 || imageIndex >= profileImages.Length)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// 모든 프로필 이미지 비활성화 후, 선택한 이미지만 활성화
|
||||
foreach (var img in profileImages)
|
||||
{
|
||||
img.SetActive(false);
|
||||
}
|
||||
profileImages[imageIndex].SetActive(true);
|
||||
}
|
||||
}
|
||||
|
@ -11,8 +11,10 @@ public class ReplayRecord
|
||||
public string gameDate;
|
||||
public string playerA;
|
||||
public string playerB;
|
||||
public Enums.GameResult gameResult;
|
||||
public int playerAPofileImageIndex;
|
||||
public int playerBPofileImageIndex;
|
||||
public List<Move> moves = new List<Move>();
|
||||
public string winnerPlayerType;
|
||||
}
|
||||
[Serializable]
|
||||
public class Move
|
||||
@ -91,11 +93,13 @@ public class ReplayManager : Singleton<ReplayManager>
|
||||
///<summary>
|
||||
/// 게임 시작에 호출해서 기보 데이터 초기화
|
||||
/// </summary>
|
||||
public void InitReplayData(string playerANickname="", string playerBNickname="")
|
||||
public void InitReplayData(string playerANickname="", string playerBNickname="", int playerAProfileIndex=0, int playerBProfileIndex=0)
|
||||
{
|
||||
_recordingReplayData = new ReplayRecord();
|
||||
_recordingReplayData.playerA = playerANickname;
|
||||
_recordingReplayData.playerB = playerBNickname;
|
||||
_recordingReplayData.playerAPofileImageIndex = playerAProfileIndex;
|
||||
_recordingReplayData.playerBPofileImageIndex = playerBProfileIndex;
|
||||
}
|
||||
|
||||
///<summary>
|
||||
@ -107,22 +111,19 @@ public class ReplayManager : Singleton<ReplayManager>
|
||||
_recordingReplayData.moves.Add(new Move(stoneColor, row, col));
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 게임 종료 후 호출하여 리플레이 데이터를 저장합니다.
|
||||
/// </summary>
|
||||
public void SaveReplayData(Enums.PlayerType winnerPlayerType)
|
||||
public void SaveReplayDataResult(Enums.GameResult gameResultType)
|
||||
{
|
||||
try
|
||||
{
|
||||
string time = DateTime.Now.ToString(("yyyy-MM-dd HH_mm_ss"));
|
||||
_recordingReplayData.gameDate = time;
|
||||
_recordingReplayData.winnerPlayerType = winnerPlayerType.ToString();
|
||||
|
||||
_recordingReplayData.gameResult = gameResultType;
|
||||
|
||||
// Json데이터로 변환해서 저장
|
||||
string json = JsonUtility.ToJson(_recordingReplayData, true);
|
||||
|
||||
|
||||
string path = Path.Combine(Application.persistentDataPath, $"{time}.json");
|
||||
File.WriteAllText(path, json);
|
||||
|
||||
@ -240,7 +241,15 @@ public class ReplayManager : Singleton<ReplayManager>
|
||||
return _selectedReplayRecord.playerB;
|
||||
}
|
||||
|
||||
public int GetPlayerAProfileIndex()
|
||||
{
|
||||
return _selectedReplayRecord.playerAPofileImageIndex;
|
||||
}
|
||||
|
||||
public int GetPlayerBProfileIndex()
|
||||
{
|
||||
return _selectedReplayRecord.playerBPofileImageIndex;
|
||||
}
|
||||
#endregion
|
||||
|
||||
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||
|
@ -1,27 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class GiboItemController : MonoBehaviour
|
||||
{
|
||||
GiboItem _giboItem;
|
||||
public Sprite[] profileSprites;
|
||||
public void Init(GiboItem giboItem)
|
||||
{
|
||||
_giboItem = giboItem;
|
||||
|
||||
var itemImage = GetComponentsInChildren<Image>()[1];
|
||||
var itemText = GetComponentsInChildren<TextMeshProUGUI>();
|
||||
|
||||
itemImage.sprite = profileSprites[this._giboItem.WinLoseSpriteIndex];
|
||||
itemText[0].text = this._giboItem.Date;
|
||||
itemText[1].text = this._giboItem.Name;
|
||||
}
|
||||
|
||||
public void OnClickGiboItem()
|
||||
{
|
||||
Debug.Log(_giboItem.Name + "님과 대국 날짜는" + _giboItem.Date);
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 446a80ba82242004eb31339c44f8ac3b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -22,13 +22,12 @@ public class ShopItemController : MonoBehaviour
|
||||
|
||||
public void OnClickShopItem()
|
||||
{
|
||||
var shopPanel = GetComponentInParent<CanvasGroup>(); //코인 구매시 상점 패널의 캔버스 그룹 raycast를 비활성화하여 중복클릭 방지.
|
||||
|
||||
if (_shopItem.price == 0)
|
||||
{
|
||||
//보상형 전면 광고 로드
|
||||
_adManager = GetComponent<AdManager>();
|
||||
_adManager.ShowRewardedInterstitialAd(shopPanel);
|
||||
_adManager.ShowRewardedInterstitialAd();
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -38,7 +37,7 @@ public class ShopItemController : MonoBehaviour
|
||||
_shopItem.name, // 결제 ID
|
||||
"GooglePay", // 결제 방식 (GooglePay, PayPal 등)
|
||||
(coins) => {
|
||||
GameManager.Instance.panelManager.UpdateCoinsPanelUI(coins,shopPanel);
|
||||
GameManager.Instance.panelManager.UpdateCoinsPanelUI(coins);
|
||||
},
|
||||
() => {
|
||||
Debug.LogError("결제 후 코인 충전 실패");
|
||||
|
@ -22,37 +22,16 @@ public class LeaderBoardController : MonoBehaviour
|
||||
|
||||
public void OnClickLeaderboardButton()
|
||||
{
|
||||
GameManager.Instance.audioManager.PlayClickSound();
|
||||
|
||||
if (isLeaderboardLoaded) return; // 이미 리더보드가 로드되었으면 중복 호출 방지
|
||||
|
||||
leaderboardPanel.SetActive(true);
|
||||
StartCoroutine(GetLeaderboardData());
|
||||
isLeaderboardLoaded = true;
|
||||
}
|
||||
|
||||
private IEnumerator GetLeaderboardData()
|
||||
NetworkManager.Instance.GetLeaderboardData((leaderboardItems) =>
|
||||
{
|
||||
string url = Constants.ServerURL + "/leaderboard"; // 서버의 리더보드 데이터 URL
|
||||
|
||||
UnityWebRequest www = UnityWebRequest.Get(url); // GET 요청으로 데이터 받기
|
||||
yield return www.SendWebRequest(); // 요청 전송 대기
|
||||
|
||||
// 요청이 실패했을 때
|
||||
if (www.result == UnityWebRequest.Result.ConnectionError || www.result == UnityWebRequest.Result.ProtocolError)
|
||||
{
|
||||
Debug.LogError("Error: " + www.error);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 성공적으로 데이터를 받아온 경우
|
||||
string jsonResponse = www.downloadHandler.text; // 응답으로 받은 JSON 데이터
|
||||
|
||||
// JSON을 ScoreInfo 리스트로 파싱
|
||||
ScoreListWrapper wrapper = JsonUtility.FromJson<ScoreListWrapper>(jsonResponse);
|
||||
List<ScoreInfo> leaderboardItems = wrapper.scoreInfos;
|
||||
|
||||
// Show 메서드를 통해 데이터를 표시
|
||||
Show(leaderboardItems);
|
||||
}
|
||||
}, () => { });
|
||||
isLeaderboardLoaded = true;
|
||||
}
|
||||
|
||||
public void Show(List<ScoreInfo> leaderboardItems)
|
||||
@ -92,6 +71,8 @@ public class LeaderBoardController : MonoBehaviour
|
||||
// BackButton 클릭 시 호출되는 메소드
|
||||
public void OnBackButtonClicked()
|
||||
{
|
||||
GameManager.Instance.audioManager.PlayCloseSound();
|
||||
|
||||
leaderboardPanel.SetActive(false); // LeaderboardPanel 숨기기
|
||||
MainPanel.SetActive(true); // SignInPanel 보이게 하기
|
||||
}
|
||||
@ -106,7 +87,7 @@ public class LeaderBoardController : MonoBehaviour
|
||||
if (!string.IsNullOrEmpty(savedData))
|
||||
{
|
||||
// 저장된 JSON 데이터를 파싱하여 리더보드 리스트로 변환
|
||||
leaderboard = JsonUtility.FromJson<ScoreListWrapper>(savedData).scoreInfos;
|
||||
leaderboard = JsonUtility.FromJson<ScoreListWrapper>(savedData).leaderboardDatas;
|
||||
}
|
||||
|
||||
return leaderboard;
|
||||
|
@ -24,6 +24,8 @@ public class PanelController : MonoBehaviour
|
||||
/// </summary>
|
||||
public void Show()
|
||||
{
|
||||
GameManager.Instance.audioManager.PlayClickSound();
|
||||
|
||||
if (backGroundCanvasGroup == null)
|
||||
{
|
||||
backGroundCanvasGroup = GetComponent<CanvasGroup>();
|
||||
@ -42,6 +44,8 @@ public class PanelController : MonoBehaviour
|
||||
/// </summary>
|
||||
public void Hide(PanelControllerHideDelegate hideDelegate = null)
|
||||
{
|
||||
GameManager.Instance.audioManager.PlayCloseSound();
|
||||
|
||||
backGroundCanvasGroup.alpha = 1;
|
||||
panelRectTransform.localScale = Vector3.one;
|
||||
|
||||
|
@ -19,6 +19,7 @@ public class PanelManager : MonoBehaviour
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
SetCanvas();
|
||||
// Prefabs 폴더에서 모든 패널 프리팹 로드
|
||||
GameObject[] prefabs = Resources.LoadAll<GameObject>("Prefabs/Panels");
|
||||
|
||||
@ -30,7 +31,7 @@ public class PanelManager : MonoBehaviour
|
||||
Debug.Log($"총 {panelPrefabs.Count}개의 패널이 로드됨.");
|
||||
}
|
||||
|
||||
void Start()
|
||||
void SetCanvas()
|
||||
{
|
||||
if (_canvas == null)
|
||||
{
|
||||
@ -114,7 +115,6 @@ public class PanelManager : MonoBehaviour
|
||||
if (_canvas != null)
|
||||
{
|
||||
var settingsPanelObject = GetPanel("Setting Panel");
|
||||
settingsPanelObject.GetComponent<PanelController>().Show();
|
||||
}
|
||||
}
|
||||
|
||||
@ -189,11 +189,11 @@ public class PanelManager : MonoBehaviour
|
||||
}
|
||||
|
||||
//코인 패널 코인 갱신
|
||||
public void UpdateCoinsPanelUI(int coinsChanged, CanvasGroup shopPanel)
|
||||
public void UpdateCoinsPanelUI(int coinsChanged)
|
||||
{
|
||||
if (_coinsPanel != null)
|
||||
{
|
||||
_coinsPanel.AddCoins(coinsChanged, shopPanel, () =>
|
||||
_coinsPanel.AddCoins(coinsChanged, () =>
|
||||
{
|
||||
|
||||
});
|
||||
@ -204,5 +204,22 @@ public class PanelManager : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveCoinsPanelUI(Action onComplete)
|
||||
{
|
||||
NetworkManager.Instance.DeductCoins((i) =>
|
||||
{
|
||||
//Todo: 감소된 코인 값으로 확장할 기능 추가
|
||||
|
||||
}, (failMessage) =>
|
||||
{
|
||||
Debug.Log(failMessage);
|
||||
});
|
||||
|
||||
_coinsPanel.RemoveCoins((() =>
|
||||
{
|
||||
onComplete?.Invoke();
|
||||
}));
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
@ -6,16 +6,28 @@ public class ReplayPanelItemsController : ScrollPanelController
|
||||
{
|
||||
|
||||
private string _myNickname;
|
||||
private UserManager _userManager;
|
||||
private void Awake()
|
||||
{
|
||||
//TODO: 로그인 기능 연동 후 닉네임 바꾸기
|
||||
_myNickname = "PlayerA";
|
||||
if (UserManager.Instance == null)
|
||||
{
|
||||
GameObject userManagerObj = new GameObject("UserManager");
|
||||
_userManager = userManagerObj.AddComponent<UserManager>();
|
||||
}
|
||||
_myNickname = UserManager.Instance.Nickname;
|
||||
|
||||
InitReplayPanel();
|
||||
}
|
||||
|
||||
private void InitReplayPanel()
|
||||
{
|
||||
List<ReplayRecord> records = new List<ReplayRecord>();
|
||||
|
||||
// ReplayManager에서 가져온 기보 데이터들을 패널 셀에 초기화
|
||||
records = ReplayManager.Instance.LoadReplayDatas();
|
||||
foreach (var replayRecord in records)
|
||||
{
|
||||
Debug.Log($"{replayRecord.gameDate}의 결과는 {replayRecord.gameResult}");
|
||||
var replayCellButtonObject = Instantiate(scrollItemPrefab, content.transform);
|
||||
ReplayCell replayCell = replayCellButtonObject.GetComponent<ReplayCell>();
|
||||
|
||||
@ -23,14 +35,11 @@ public class ReplayPanelItemsController : ScrollPanelController
|
||||
string opponentNickname = myPlayerType==Enums.PlayerType.PlayerA ? replayRecord.playerB : replayRecord.playerA;
|
||||
|
||||
replayCell.SetMyPlayerType(myPlayerType);
|
||||
replayCell.SetWinImage(myPlayerType.ToString().Equals(replayRecord.winnerPlayerType));
|
||||
replayCell.SetWinImage(replayRecord.gameResult);
|
||||
|
||||
replayCell.SetOpponentPlayerNickname(opponentNickname);
|
||||
replayCell.SetRecordDate(replayRecord.gameDate);
|
||||
replayCell.SetReplayRecord(replayRecord);
|
||||
}
|
||||
}
|
||||
public virtual void Show()
|
||||
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